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4 commits

Author SHA1 Message Date
d878c8684d Easing functions as enum 2026-01-04 12:59:28 -05:00
357c2ac7d7 Animation fixes: 0-duration edge case, integer value bug resolution 2026-01-04 00:45:16 -05:00
cec76b63dc Timer overhaul: update tests 2026-01-03 22:44:53 -05:00
5d41292bf6 Timer refactor: stopwatch-like semantics, mcrfpy.timers collection closes #173
Major Timer API improvements:
- Add `stopped` flag to Timer C++ class for proper state management
- Add `start()` method to restart stopped timers (preserves callback)
- Add `stop()` method that removes from engine but preserves callback
- Make `active` property read-write (True=start/resume, False=pause)
- Add `start=True` init parameter to create timers in stopped state
- Add `mcrfpy.timers` module-level collection (tuple of active timers)
- One-shot timers now set stopped=true instead of clearing callback
- Remove deprecated `setTimer()` and `delTimer()` module functions

Timer callbacks now receive (timer, runtime) instead of just (runtime).
Updated all tests to use new Timer API and callback signature.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-03 22:09:18 -05:00
104 changed files with 1572 additions and 817 deletions

View file

@ -57,15 +57,15 @@ Animation::~Animation() {
void Animation::start(std::shared_ptr<UIDrawable> target) {
if (!target) return;
targetWeak = target;
elapsed = 0.0f;
callbackTriggered = false; // Reset callback state
// Capture start value from target
std::visit([this, &target](const auto& targetVal) {
using T = std::decay_t<decltype(targetVal)>;
if constexpr (std::is_same_v<T, float>) {
float value;
if (target->getProperty(targetProperty, value)) {
@ -73,9 +73,15 @@ void Animation::start(std::shared_ptr<UIDrawable> target) {
}
}
else if constexpr (std::is_same_v<T, int>) {
int value;
if (target->getProperty(targetProperty, value)) {
startValue = value;
// Most UI properties use float, so try float first, then int
float fvalue;
if (target->getProperty(targetProperty, fvalue)) {
startValue = static_cast<int>(fvalue);
} else {
int ivalue;
if (target->getProperty(targetProperty, ivalue)) {
startValue = ivalue;
}
}
}
else if constexpr (std::is_same_v<T, std::vector<int>>) {
@ -104,19 +110,29 @@ void Animation::start(std::shared_ptr<UIDrawable> target) {
}
}
}, targetValue);
// For zero-duration animations, apply final value immediately
if (duration <= 0.0f) {
AnimationValue finalValue = interpolate(1.0f);
applyValue(target.get(), finalValue);
if (pythonCallback && !callbackTriggered) {
triggerCallback();
}
callbackTriggered = true;
}
}
void Animation::startEntity(std::shared_ptr<UIEntity> target) {
if (!target) return;
entityTargetWeak = target;
elapsed = 0.0f;
callbackTriggered = false; // Reset callback state
// Capture the starting value from the entity
std::visit([this, target](const auto& val) {
using T = std::decay_t<decltype(val)>;
if constexpr (std::is_same_v<T, float>) {
float value = 0.0f;
if (target->getProperty(targetProperty, value)) {
@ -131,6 +147,16 @@ void Animation::startEntity(std::shared_ptr<UIEntity> target) {
}
// Entities don't support other types yet
}, targetValue);
// For zero-duration animations, apply final value immediately
if (duration <= 0.0f) {
AnimationValue finalValue = interpolate(1.0f);
applyValue(target.get(), finalValue);
if (pythonCallback && !callbackTriggered) {
triggerCallback();
}
callbackTriggered = true;
}
}
bool Animation::hasValidTarget() const {
@ -169,39 +195,55 @@ bool Animation::update(float deltaTime) {
// Try to lock weak_ptr to get shared_ptr
std::shared_ptr<UIDrawable> target = targetWeak.lock();
std::shared_ptr<UIEntity> entity = entityTargetWeak.lock();
// If both are null, target was destroyed
if (!target && !entity) {
return false; // Remove this animation
}
// Handle already-complete animations (e.g., duration=0)
// Apply final value once before returning
if (isComplete()) {
if (!callbackTriggered) {
// Apply final value for zero-duration animations
AnimationValue finalValue = interpolate(1.0f);
if (target) {
applyValue(target.get(), finalValue);
} else if (entity) {
applyValue(entity.get(), finalValue);
}
// Trigger callback
if (pythonCallback) {
triggerCallback();
}
callbackTriggered = true;
}
return false;
}
elapsed += deltaTime;
elapsed = std::min(elapsed, duration);
// Calculate easing value (0.0 to 1.0)
float t = duration > 0 ? elapsed / duration : 1.0f;
float easedT = easingFunc(t);
// Get interpolated value
AnimationValue currentValue = interpolate(easedT);
// Apply to whichever target is valid
if (target) {
applyValue(target.get(), currentValue);
} else if (entity) {
applyValue(entity.get(), currentValue);
}
// Trigger callback when animation completes
// Check pythonCallback again in case it was cleared during update
if (isComplete() && !callbackTriggered && pythonCallback) {
triggerCallback();
}
return !isComplete();
}
@ -310,15 +352,19 @@ AnimationValue Animation::interpolate(float t) const {
void Animation::applyValue(UIDrawable* target, const AnimationValue& value) {
if (!target) return;
std::visit([this, target](const auto& val) {
using T = std::decay_t<decltype(val)>;
if constexpr (std::is_same_v<T, float>) {
target->setProperty(targetProperty, val);
}
else if constexpr (std::is_same_v<T, int>) {
target->setProperty(targetProperty, val);
// Most UI properties use float setProperty, so try float first
if (!target->setProperty(targetProperty, static_cast<float>(val))) {
// Fall back to int if float didn't work
target->setProperty(targetProperty, val);
}
}
else if constexpr (std::is_same_v<T, sf::Color>) {
target->setProperty(targetProperty, val);

View file

@ -357,51 +357,35 @@ std::shared_ptr<Timer> GameEngine::getTimer(const std::string& name)
return nullptr;
}
void GameEngine::manageTimer(std::string name, PyObject* target, int interval)
{
auto it = timers.find(name);
// #153 - In headless mode, use simulation_time instead of real-time clock
int now = headless ? simulation_time : runtime.getElapsedTime().asMilliseconds();
if (it != timers.end()) // overwrite existing
{
if (target == NULL || target == Py_None)
{
// Delete: Overwrite existing timer with one that calls None. This will be deleted in the next timer check
// see gitea issue #4: this allows for a timer to be deleted during its own call to itself
timers[name] = std::make_shared<Timer>(Py_None, 1000, now);
return;
}
}
if (target == NULL || target == Py_None)
{
std::cout << "Refusing to initialize timer to None. It's not an error, it's just pointless." << std::endl;
return;
}
timers[name] = std::make_shared<Timer>(target, interval, now);
}
// Note: manageTimer() removed in #173 - use Timer objects directly
void GameEngine::testTimers()
{
int now = runtime.getElapsedTime().asMilliseconds();
int now = headless ? simulation_time : runtime.getElapsedTime().asMilliseconds();
auto it = timers.begin();
while (it != timers.end())
{
// Keep a local copy of the timer to prevent use-after-free.
// If the callback calls delTimer(), the map entry gets replaced,
// If the callback calls stop(), the timer may be marked for removal,
// but we need the Timer object to survive until test() returns.
auto timer = it->second;
timer->test(now);
// Remove timers that have been cancelled or are one-shot and fired.
// Skip stopped timers (they'll be removed below)
if (!timer->isStopped()) {
timer->test(now);
}
// Remove timers that have been stopped (including one-shot timers that fired).
// The stopped flag is the authoritative marker for "remove from map".
// Note: Check it->second (current map value) in case callback replaced it.
if (!it->second->getCallback() || it->second->getCallback() == Py_None)
if (it->second->isStopped())
{
it = timers.erase(it);
}
else
{
it++;
}
}
}

View file

@ -169,7 +169,7 @@ public:
int getFrame() { return currentFrame; }
float getFrameTime() { return frameTime; }
sf::View getView() { return visible; }
void manageTimer(std::string, PyObject*, int);
// Note: manageTimer() removed in #173 - use Timer objects directly
std::shared_ptr<Timer> getTimer(const std::string& name);
void setWindowScale(float);
bool isHeadless() const { return headless; }

View file

@ -10,6 +10,7 @@
#include "PySceneObject.h"
#include "PyFOV.h"
#include "PyTransition.h"
#include "PyEasing.h"
#include "PySound.h"
#include "PyMusic.h"
#include "PyKeyboard.h"
@ -24,6 +25,7 @@
#include "GridLayers.h"
#include "Resources.h"
#include "PyScene.h"
#include "PythonObjectCache.h"
#include <filesystem>
#include <cstring>
#include <libtcod.h>
@ -52,6 +54,10 @@ static PyObject* mcrfpy_module_getattr(PyObject* self, PyObject* args)
return McRFPy_API::api_get_scenes();
}
if (strcmp(name, "timers") == 0) {
return McRFPy_API::api_get_timers();
}
if (strcmp(name, "default_transition") == 0) {
return PyTransition::to_python(PyTransition::default_transition);
}
@ -80,6 +86,11 @@ static int mcrfpy_module_setattro(PyObject* self, PyObject* name, PyObject* valu
return -1;
}
if (strcmp(name_str, "timers") == 0) {
PyErr_SetString(PyExc_AttributeError, "'timers' is read-only");
return -1;
}
if (strcmp(name_str, "default_transition") == 0) {
TransitionType trans;
if (!PyTransition::from_arg(value, &trans, nullptr)) {
@ -138,26 +149,7 @@ static PyTypeObject McRFPyModuleType = {
static PyMethodDef mcrfpyMethods[] = {
{"setTimer", McRFPy_API::_setTimer, METH_VARARGS,
MCRF_FUNCTION(setTimer,
MCRF_SIG("(name: str, handler: callable, interval: int)", "None"),
MCRF_DESC("Create or update a recurring timer."),
MCRF_ARGS_START
MCRF_ARG("name", "Unique identifier for the timer")
MCRF_ARG("handler", "Function called with (runtime: float) parameter")
MCRF_ARG("interval", "Time between calls in milliseconds")
MCRF_RETURNS("None")
MCRF_NOTE("If a timer with this name exists, it will be replaced. The handler receives the total runtime in seconds as its argument.")
)},
{"delTimer", McRFPy_API::_delTimer, METH_VARARGS,
MCRF_FUNCTION(delTimer,
MCRF_SIG("(name: str)", "None"),
MCRF_DESC("Stop and remove a timer."),
MCRF_ARGS_START
MCRF_ARG("name", "Timer identifier to remove")
MCRF_RETURNS("None")
MCRF_NOTE("No error is raised if the timer doesn't exist.")
)},
// Note: setTimer and delTimer removed in #173 - use Timer objects instead
{"step", McRFPy_API::_step, METH_VARARGS,
MCRF_FUNCTION(step,
MCRF_SIG("(dt: float = None)", "float"),
@ -438,6 +430,13 @@ PyObject* PyInit_mcrfpy()
// Note: default_transition and default_transition_duration are handled via
// mcrfpy_module_getattr/setattro using PyTransition::default_transition/default_duration
// Add Easing enum class (uses Python's IntEnum)
PyObject* easing_class = PyEasing::create_enum_class(m);
if (!easing_class) {
// If enum creation fails, continue without it (non-fatal)
PyErr_Clear();
}
// Add automation submodule
PyObject* automation_module = McRFPy_Automation::init_automation_module();
if (automation_module != NULL) {
@ -883,22 +882,34 @@ PyObject* McRFPy_API::_setScene(PyObject* self, PyObject* args) {
return Py_None;
}
PyObject* McRFPy_API::_setTimer(PyObject* self, PyObject* args) { // TODO - compare with UIDrawable mouse & Scene Keyboard methods - inconsistent responsibility for incref/decref around mcrogueface
const char* name;
PyObject* callable;
int interval;
if (!PyArg_ParseTuple(args, "sOi", &name, &callable, &interval)) return NULL;
game->manageTimer(name, callable, interval);
Py_INCREF(Py_None);
return Py_None;
}
// #173: Get all timers as a tuple of Python Timer objects
PyObject* McRFPy_API::api_get_timers()
{
if (!game) {
return PyTuple_New(0);
}
PyObject* McRFPy_API::_delTimer(PyObject* self, PyObject* args) {
const char* name;
if (!PyArg_ParseTuple(args, "s", &name)) return NULL;
game->manageTimer(name, NULL, 0);
Py_INCREF(Py_None);
return Py_None;
// Count timers that have Python wrappers
std::vector<PyObject*> timer_objs;
for (auto& pair : game->timers) {
auto& timer = pair.second;
if (timer && timer->serial_number != 0) {
PyObject* timer_obj = PythonObjectCache::getInstance().lookup(timer->serial_number);
if (timer_obj && timer_obj != Py_None) {
timer_objs.push_back(timer_obj);
}
}
}
PyObject* tuple = PyTuple_New(timer_objs.size());
if (!tuple) return NULL;
for (Py_ssize_t i = 0; i < static_cast<Py_ssize_t>(timer_objs.size()); i++) {
Py_INCREF(timer_objs[i]);
PyTuple_SET_ITEM(tuple, i, timer_objs[i]);
}
return tuple;
}
// #153 - Headless simulation control

View file

@ -43,9 +43,7 @@ public:
// Internal - used by PySceneObject::activate()
static PyObject* _setScene(PyObject*, PyObject*);
// timer control
static PyObject* _setTimer(PyObject*, PyObject*);
static PyObject* _delTimer(PyObject*, PyObject*);
// Note: setTimer/delTimer removed in #173 - use Timer objects instead
// #153 - Headless simulation control
static PyObject* _step(PyObject*, PyObject*);
@ -88,6 +86,9 @@ public:
static int api_set_current_scene(PyObject* value);
static PyObject* api_get_scenes();
// #173: Module-level timer collection accessor
static PyObject* api_get_timers();
// Exception handling - signal game loop to exit on unhandled Python exceptions
static std::atomic<bool> exception_occurred;
static std::atomic<int> exit_code;

View file

@ -1,6 +1,7 @@
#include "PyAnimation.h"
#include "McRFPy_API.h"
#include "McRFPy_Doc.h"
#include "PyEasing.h"
#include "UIDrawable.h"
#include "UIFrame.h"
#include "UICaption.h"
@ -20,16 +21,16 @@ PyObject* PyAnimation::create(PyTypeObject* type, PyObject* args, PyObject* kwds
int PyAnimation::init(PyAnimationObject* self, PyObject* args, PyObject* kwds) {
static const char* keywords[] = {"property", "target", "duration", "easing", "delta", "callback", nullptr};
const char* property_name;
PyObject* target_value;
float duration;
const char* easing_name = "linear";
PyObject* easing_arg = Py_None;
int delta = 0;
PyObject* callback = nullptr;
if (!PyArg_ParseTupleAndKeywords(args, kwds, "sOf|spO", const_cast<char**>(keywords),
&property_name, &target_value, &duration, &easing_name, &delta, &callback)) {
if (!PyArg_ParseTupleAndKeywords(args, kwds, "sOf|OpO", const_cast<char**>(keywords),
&property_name, &target_value, &duration, &easing_arg, &delta, &callback)) {
return -1;
}
@ -98,10 +99,13 @@ int PyAnimation::init(PyAnimationObject* self, PyObject* args, PyObject* kwds) {
PyErr_SetString(PyExc_TypeError, "Target value must be float, int, list, tuple, or string");
return -1;
}
// Get easing function
EasingFunction easingFunc = EasingFunctions::getByName(easing_name);
// Get easing function from argument (enum, string, int, or None)
EasingFunction easingFunc;
if (!PyEasing::from_arg(easing_arg, &easingFunc, nullptr)) {
return -1; // Error already set by from_arg
}
// Create the Animation
self->data = std::make_shared<Animation>(property_name, animValue, duration, easingFunc, delta != 0, callback);
@ -113,6 +117,48 @@ void PyAnimation::dealloc(PyAnimationObject* self) {
Py_TYPE(self)->tp_free((PyObject*)self);
}
PyObject* PyAnimation::repr(PyAnimationObject* self) {
if (!self->data) {
return PyUnicode_FromString("<Animation (uninitialized)>");
}
std::string property = self->data->getTargetProperty();
float duration = self->data->getDuration();
float elapsed = self->data->getElapsed();
bool complete = self->data->isComplete();
bool delta = self->data->isDelta();
bool hasTarget = self->data->hasValidTarget();
// Format: <Animation 'property' duration=2.0s elapsed=0.5s running>
// or: <Animation 'property' duration=2.0s complete>
// or: <Animation 'property' duration=2.0s delta complete>
// or: <Animation 'property' duration=2.0s (no target)>
std::string status;
if (!hasTarget) {
status = "(no target)";
} else if (complete) {
status = "complete";
} else {
char buf[32];
snprintf(buf, sizeof(buf), "elapsed=%.2fs", elapsed);
status = buf;
}
char result[256];
if (delta) {
snprintf(result, sizeof(result),
"<Animation '%s' duration=%.2fs delta %s>",
property.c_str(), duration, status.c_str());
} else {
snprintf(result, sizeof(result),
"<Animation '%s' duration=%.2fs %s>",
property.c_str(), duration, status.c_str());
}
return PyUnicode_FromString(result);
}
PyObject* PyAnimation::get_property(PyAnimationObject* self, void* closure) {
return PyUnicode_FromString(self->data->getTargetProperty().c_str());
}

View file

@ -16,6 +16,7 @@ public:
static PyObject* create(PyTypeObject* type, PyObject* args, PyObject* kwds);
static int init(PyAnimationObject* self, PyObject* args, PyObject* kwds);
static void dealloc(PyAnimationObject* self);
static PyObject* repr(PyAnimationObject* self);
// Properties
static PyObject* get_property(PyAnimationObject* self, void* closure);
@ -42,8 +43,59 @@ namespace mcrfpydef {
.tp_basicsize = sizeof(PyAnimationObject),
.tp_itemsize = 0,
.tp_dealloc = (destructor)PyAnimation::dealloc,
.tp_repr = (reprfunc)PyAnimation::repr,
.tp_flags = Py_TPFLAGS_DEFAULT,
.tp_doc = PyDoc_STR("Animation object for animating UI properties"),
.tp_doc = PyDoc_STR(
"Animation(property: str, target: Any, duration: float, easing: str = 'linear', delta: bool = False, callback: Callable = None)\n"
"\n"
"Create an animation that interpolates a property value over time.\n"
"\n"
"Args:\n"
" property: Property name to animate. Valid properties depend on target type:\n"
" - Position/Size: 'x', 'y', 'w', 'h', 'pos', 'size'\n"
" - Appearance: 'fill_color', 'outline_color', 'outline', 'opacity'\n"
" - Sprite: 'sprite_index', 'sprite_number', 'scale'\n"
" - Grid: 'center', 'zoom'\n"
" - Caption: 'text'\n"
" - Sub-properties: 'fill_color.r', 'fill_color.g', 'fill_color.b', 'fill_color.a'\n"
" target: Target value for the animation. Type depends on property:\n"
" - float: For numeric properties (x, y, w, h, scale, opacity, zoom)\n"
" - int: For integer properties (sprite_index)\n"
" - tuple (r, g, b[, a]): For color properties\n"
" - tuple (x, y): For vector properties (pos, size, center)\n"
" - list[int]: For sprite animation sequences\n"
" - str: For text animation\n"
" duration: Animation duration in seconds.\n"
" easing: Easing function name. Options:\n"
" - 'linear' (default)\n"
" - 'easeIn', 'easeOut', 'easeInOut'\n"
" - 'easeInQuad', 'easeOutQuad', 'easeInOutQuad'\n"
" - 'easeInCubic', 'easeOutCubic', 'easeInOutCubic'\n"
" - 'easeInQuart', 'easeOutQuart', 'easeInOutQuart'\n"
" - 'easeInSine', 'easeOutSine', 'easeInOutSine'\n"
" - 'easeInExpo', 'easeOutExpo', 'easeInOutExpo'\n"
" - 'easeInCirc', 'easeOutCirc', 'easeInOutCirc'\n"
" - 'easeInElastic', 'easeOutElastic', 'easeInOutElastic'\n"
" - 'easeInBack', 'easeOutBack', 'easeInOutBack'\n"
" - 'easeInBounce', 'easeOutBounce', 'easeInOutBounce'\n"
" delta: If True, target is relative to start value (additive). Default False.\n"
" callback: Function(animation, target) called when animation completes.\n"
"\n"
"Example:\n"
" # Move a frame from current position to x=500 over 2 seconds\n"
" anim = mcrfpy.Animation('x', 500.0, 2.0, 'easeInOut')\n"
" anim.start(my_frame)\n"
"\n"
" # Fade out with callback\n"
" def on_done(anim, target):\n"
" print('Animation complete!')\n"
" fade = mcrfpy.Animation('fill_color.a', 0, 1.0, callback=on_done)\n"
" fade.start(my_sprite)\n"
"\n"
" # Animate through sprite frames\n"
" walk_cycle = mcrfpy.Animation('sprite_index', [0,1,2,3,2,1], 0.5, 'linear')\n"
" walk_cycle.start(my_entity)\n"
),
.tp_methods = PyAnimation::methods,
.tp_getset = PyAnimation::getsetters,
.tp_init = (initproc)PyAnimation::init,

View file

@ -47,7 +47,34 @@ namespace mcrfpydef {
.tp_repr = PyColor::repr,
.tp_hash = PyColor::hash,
.tp_flags = Py_TPFLAGS_DEFAULT,
.tp_doc = PyDoc_STR("SFML Color Object"),
.tp_doc = PyDoc_STR(
"Color(r: int = 0, g: int = 0, b: int = 0, a: int = 255)\n"
"\n"
"RGBA color representation.\n"
"\n"
"Args:\n"
" r: Red component (0-255)\n"
" g: Green component (0-255)\n"
" b: Blue component (0-255)\n"
" a: Alpha component (0-255, default 255 = opaque)\n"
"\n"
"Note:\n"
" When accessing colors from UI elements (e.g., frame.fill_color),\n"
" you receive a COPY of the color. Modifying it doesn't affect the\n"
" original. To change a component:\n"
"\n"
" # This does NOT work:\n"
" frame.fill_color.r = 255 # Modifies a temporary copy\n"
"\n"
" # Do this instead:\n"
" c = frame.fill_color\n"
" c.r = 255\n"
" frame.fill_color = c\n"
"\n"
" # Or use Animation for sub-properties:\n"
" anim = mcrfpy.Animation('fill_color.r', 255, 0.5, 'linear')\n"
" anim.start(frame)\n"
),
.tp_methods = PyColor::methods,
.tp_getset = PyColor::getsetters,
.tp_init = (initproc)PyColor::init,

228
src/PyEasing.cpp Normal file
View file

@ -0,0 +1,228 @@
#include "PyEasing.h"
#include "McRFPy_API.h"
// Static storage for cached enum class reference
PyObject* PyEasing::easing_enum_class = nullptr;
// Easing function table - maps enum value to function and name
struct EasingEntry {
const char* name;
int value;
EasingFunction func;
};
static const EasingEntry easing_table[] = {
{"LINEAR", 0, EasingFunctions::linear},
{"EASE_IN", 1, EasingFunctions::easeIn},
{"EASE_OUT", 2, EasingFunctions::easeOut},
{"EASE_IN_OUT", 3, EasingFunctions::easeInOut},
{"EASE_IN_QUAD", 4, EasingFunctions::easeInQuad},
{"EASE_OUT_QUAD", 5, EasingFunctions::easeOutQuad},
{"EASE_IN_OUT_QUAD", 6, EasingFunctions::easeInOutQuad},
{"EASE_IN_CUBIC", 7, EasingFunctions::easeInCubic},
{"EASE_OUT_CUBIC", 8, EasingFunctions::easeOutCubic},
{"EASE_IN_OUT_CUBIC", 9, EasingFunctions::easeInOutCubic},
{"EASE_IN_QUART", 10, EasingFunctions::easeInQuart},
{"EASE_OUT_QUART", 11, EasingFunctions::easeOutQuart},
{"EASE_IN_OUT_QUART", 12, EasingFunctions::easeInOutQuart},
{"EASE_IN_SINE", 13, EasingFunctions::easeInSine},
{"EASE_OUT_SINE", 14, EasingFunctions::easeOutSine},
{"EASE_IN_OUT_SINE", 15, EasingFunctions::easeInOutSine},
{"EASE_IN_EXPO", 16, EasingFunctions::easeInExpo},
{"EASE_OUT_EXPO", 17, EasingFunctions::easeOutExpo},
{"EASE_IN_OUT_EXPO", 18, EasingFunctions::easeInOutExpo},
{"EASE_IN_CIRC", 19, EasingFunctions::easeInCirc},
{"EASE_OUT_CIRC", 20, EasingFunctions::easeOutCirc},
{"EASE_IN_OUT_CIRC", 21, EasingFunctions::easeInOutCirc},
{"EASE_IN_ELASTIC", 22, EasingFunctions::easeInElastic},
{"EASE_OUT_ELASTIC", 23, EasingFunctions::easeOutElastic},
{"EASE_IN_OUT_ELASTIC", 24, EasingFunctions::easeInOutElastic},
{"EASE_IN_BACK", 25, EasingFunctions::easeInBack},
{"EASE_OUT_BACK", 26, EasingFunctions::easeOutBack},
{"EASE_IN_OUT_BACK", 27, EasingFunctions::easeInOutBack},
{"EASE_IN_BOUNCE", 28, EasingFunctions::easeInBounce},
{"EASE_OUT_BOUNCE", 29, EasingFunctions::easeOutBounce},
{"EASE_IN_OUT_BOUNCE", 30, EasingFunctions::easeInOutBounce},
};
// Old string names (for backwards compatibility)
static const char* legacy_names[] = {
"linear", "easeIn", "easeOut", "easeInOut",
"easeInQuad", "easeOutQuad", "easeInOutQuad",
"easeInCubic", "easeOutCubic", "easeInOutCubic",
"easeInQuart", "easeOutQuart", "easeInOutQuart",
"easeInSine", "easeOutSine", "easeInOutSine",
"easeInExpo", "easeOutExpo", "easeInOutExpo",
"easeInCirc", "easeOutCirc", "easeInOutCirc",
"easeInElastic", "easeOutElastic", "easeInOutElastic",
"easeInBack", "easeOutBack", "easeInOutBack",
"easeInBounce", "easeOutBounce", "easeInOutBounce"
};
static const int NUM_EASING_ENTRIES = sizeof(easing_table) / sizeof(easing_table[0]);
const char* PyEasing::easing_name(int value) {
if (value >= 0 && value < NUM_EASING_ENTRIES) {
return easing_table[value].name;
}
return "LINEAR";
}
PyObject* PyEasing::create_enum_class(PyObject* module) {
// Import IntEnum from enum module
PyObject* enum_module = PyImport_ImportModule("enum");
if (!enum_module) {
return NULL;
}
PyObject* int_enum = PyObject_GetAttrString(enum_module, "IntEnum");
Py_DECREF(enum_module);
if (!int_enum) {
return NULL;
}
// Create dict of enum members
PyObject* members = PyDict_New();
if (!members) {
Py_DECREF(int_enum);
return NULL;
}
// Add all easing function members
for (int i = 0; i < NUM_EASING_ENTRIES; i++) {
PyObject* value = PyLong_FromLong(easing_table[i].value);
if (!value) {
Py_DECREF(members);
Py_DECREF(int_enum);
return NULL;
}
if (PyDict_SetItemString(members, easing_table[i].name, value) < 0) {
Py_DECREF(value);
Py_DECREF(members);
Py_DECREF(int_enum);
return NULL;
}
Py_DECREF(value);
}
// Call IntEnum("Easing", members) to create the enum class
PyObject* name = PyUnicode_FromString("Easing");
if (!name) {
Py_DECREF(members);
Py_DECREF(int_enum);
return NULL;
}
// IntEnum(name, members) using functional API
PyObject* args = PyTuple_Pack(2, name, members);
Py_DECREF(name);
Py_DECREF(members);
if (!args) {
Py_DECREF(int_enum);
return NULL;
}
PyObject* easing_class = PyObject_Call(int_enum, args, NULL);
Py_DECREF(args);
Py_DECREF(int_enum);
if (!easing_class) {
return NULL;
}
// Cache the reference for fast type checking
easing_enum_class = easing_class;
Py_INCREF(easing_enum_class);
// Add to module
if (PyModule_AddObject(module, "Easing", easing_class) < 0) {
Py_DECREF(easing_class);
easing_enum_class = nullptr;
return NULL;
}
return easing_class;
}
int PyEasing::from_arg(PyObject* arg, EasingFunction* out_func, bool* was_none) {
if (was_none) *was_none = false;
// Accept None -> default to linear
if (arg == Py_None) {
if (was_none) *was_none = true;
*out_func = EasingFunctions::linear;
return 1;
}
// Accept Easing enum member (check if it's an instance of our enum)
if (easing_enum_class && PyObject_IsInstance(arg, easing_enum_class)) {
// IntEnum members have a 'value' attribute
PyObject* value = PyObject_GetAttrString(arg, "value");
if (!value) {
return 0;
}
long val = PyLong_AsLong(value);
Py_DECREF(value);
if (val == -1 && PyErr_Occurred()) {
return 0;
}
if (val >= 0 && val < NUM_EASING_ENTRIES) {
*out_func = easing_table[val].func;
return 1;
}
PyErr_Format(PyExc_ValueError,
"Invalid Easing value: %ld. Must be 0-%d.", val, NUM_EASING_ENTRIES - 1);
return 0;
}
// Accept int (for backwards compatibility and direct enum value access)
if (PyLong_Check(arg)) {
long val = PyLong_AsLong(arg);
if (val == -1 && PyErr_Occurred()) {
return 0;
}
if (val >= 0 && val < NUM_EASING_ENTRIES) {
*out_func = easing_table[val].func;
return 1;
}
PyErr_Format(PyExc_ValueError,
"Invalid easing value: %ld. Must be 0-%d or use mcrfpy.Easing enum.",
val, NUM_EASING_ENTRIES - 1);
return 0;
}
// Accept string (for backwards compatibility)
if (PyUnicode_Check(arg)) {
const char* name = PyUnicode_AsUTF8(arg);
if (!name) {
return 0;
}
// Check legacy string names first
for (int i = 0; i < NUM_EASING_ENTRIES; i++) {
if (strcmp(name, legacy_names[i]) == 0) {
*out_func = easing_table[i].func;
return 1;
}
}
// Also check enum-style names (EASE_IN_OUT, etc.)
for (int i = 0; i < NUM_EASING_ENTRIES; i++) {
if (strcmp(name, easing_table[i].name) == 0) {
*out_func = easing_table[i].func;
return 1;
}
}
// Build error message with available options
PyErr_Format(PyExc_ValueError,
"Unknown easing function: '%s'. Use mcrfpy.Easing enum (e.g., Easing.EASE_IN_OUT) "
"or legacy string names: 'linear', 'easeIn', 'easeOut', 'easeInOut', 'easeInQuad', etc.",
name);
return 0;
}
PyErr_SetString(PyExc_TypeError,
"Easing must be mcrfpy.Easing enum member, string, int, or None");
return 0;
}

29
src/PyEasing.h Normal file
View file

@ -0,0 +1,29 @@
#pragma once
#include "Common.h"
#include "Python.h"
#include "Animation.h"
// Module-level Easing enum class (created at runtime using Python's IntEnum)
// Stored as a module attribute: mcrfpy.Easing
class PyEasing {
public:
// Create the Easing enum class and add to module
// Returns the enum class (new reference), or NULL on error
static PyObject* create_enum_class(PyObject* module);
// Helper to extract easing function from Python arg
// Accepts Easing enum, string (for backwards compatibility), int, or None
// Returns 1 on success, 0 on error (with exception set)
// If arg is None, sets *out_func to linear and sets *was_none to true
static int from_arg(PyObject* arg, EasingFunction* out_func, bool* was_none = nullptr);
// Convert easing enum value to string name
static const char* easing_name(int value);
// Cached reference to the Easing enum class for fast type checking
static PyObject* easing_enum_class;
// Number of easing functions
static const int NUM_EASING_FUNCTIONS = 32;
};

View file

@ -10,13 +10,15 @@ PyObject* PyTimer::repr(PyObject* self) {
PyTimerObject* timer = (PyTimerObject*)self;
std::ostringstream oss;
oss << "<Timer name='" << timer->name << "' ";
if (timer->data) {
oss << "interval=" << timer->data->getInterval() << "ms ";
if (timer->data->isOnce()) {
oss << "once=True ";
}
if (timer->data->isPaused()) {
if (timer->data->isStopped()) {
oss << "stopped";
} else if (timer->data->isPaused()) {
oss << "paused";
// Get current time to show remaining
int current_time = 0;
@ -25,15 +27,15 @@ PyObject* PyTimer::repr(PyObject* self) {
}
oss << " (remaining=" << timer->data->getRemaining(current_time) << "ms)";
} else if (timer->data->isActive()) {
oss << "active";
oss << "running";
} else {
oss << "cancelled";
oss << "inactive";
}
} else {
oss << "uninitialized";
}
oss << ">";
return PyUnicode_FromString(oss.str().c_str());
}
@ -48,38 +50,39 @@ PyObject* PyTimer::pynew(PyTypeObject* type, PyObject* args, PyObject* kwds) {
}
int PyTimer::init(PyTimerObject* self, PyObject* args, PyObject* kwds) {
static const char* kwlist[] = {"name", "callback", "interval", "once", NULL};
static const char* kwlist[] = {"name", "callback", "interval", "once", "start", NULL};
const char* name = nullptr;
PyObject* callback = nullptr;
int interval = 0;
int once = 0; // Use int for bool parameter
if (!PyArg_ParseTupleAndKeywords(args, kwds, "sOi|p", const_cast<char**>(kwlist),
&name, &callback, &interval, &once)) {
int once = 0; // Use int for bool parameter
int start = 1; // Default: start=True
if (!PyArg_ParseTupleAndKeywords(args, kwds, "sOi|pp", const_cast<char**>(kwlist),
&name, &callback, &interval, &once, &start)) {
return -1;
}
if (!PyCallable_Check(callback)) {
PyErr_SetString(PyExc_TypeError, "callback must be callable");
return -1;
}
if (interval <= 0) {
PyErr_SetString(PyExc_ValueError, "interval must be positive");
return -1;
}
self->name = name;
// Get current time from game engine
int current_time = 0;
if (Resources::game) {
current_time = Resources::game->runtime.getElapsedTime().asMilliseconds();
}
// Create the timer
self->data = std::make_shared<Timer>(callback, interval, current_time, (bool)once);
// Create the timer with start parameter
self->data = std::make_shared<Timer>(callback, interval, current_time, (bool)once, (bool)start);
// Register in Python object cache
if (self->data->serial_number == 0) {
self->data->serial_number = PythonObjectCache::getInstance().assignSerial();
@ -89,12 +92,17 @@ int PyTimer::init(PyTimerObject* self, PyObject* args, PyObject* kwds) {
Py_DECREF(weakref); // Cache owns the reference now
}
}
// Register with game engine
if (Resources::game) {
// Register with game engine only if starting
if (Resources::game && start) {
// If a timer with this name already exists, stop it first
auto it = Resources::game->timers.find(self->name);
if (it != Resources::game->timers.end() && it->second != self->data) {
it->second->stop();
}
Resources::game->timers[self->name] = self->data;
}
return 0;
}
@ -103,7 +111,7 @@ void PyTimer::dealloc(PyTimerObject* self) {
if (self->weakreflist != nullptr) {
PyObject_ClearWeakRefs((PyObject*)self);
}
// Remove from game engine if still registered
if (Resources::game && !self->name.empty()) {
auto it = Resources::game->timers.find(self->name);
@ -111,28 +119,71 @@ void PyTimer::dealloc(PyTimerObject* self) {
Resources::game->timers.erase(it);
}
}
// Explicitly destroy std::string
self->name.~basic_string();
// Clear shared_ptr
// Clear shared_ptr - this is the only place that truly destroys the Timer
self->data.reset();
Py_TYPE(self)->tp_free((PyObject*)self);
}
// Timer control methods
PyObject* PyTimer::start(PyTimerObject* self, PyObject* Py_UNUSED(ignored)) {
if (!self->data) {
PyErr_SetString(PyExc_RuntimeError, "Timer not initialized");
return nullptr;
}
int current_time = 0;
if (Resources::game) {
current_time = Resources::game->runtime.getElapsedTime().asMilliseconds();
// If another timer has this name, stop it first
auto it = Resources::game->timers.find(self->name);
if (it != Resources::game->timers.end() && it->second != self->data) {
it->second->stop();
}
// Add to engine map
Resources::game->timers[self->name] = self->data;
}
self->data->start(current_time);
Py_RETURN_NONE;
}
PyObject* PyTimer::stop(PyTimerObject* self, PyObject* Py_UNUSED(ignored)) {
if (!self->data) {
PyErr_SetString(PyExc_RuntimeError, "Timer not initialized");
return nullptr;
}
// Remove from game engine map (but preserve the Timer data!)
if (Resources::game && !self->name.empty()) {
auto it = Resources::game->timers.find(self->name);
if (it != Resources::game->timers.end() && it->second == self->data) {
Resources::game->timers.erase(it);
}
}
self->data->stop();
// NOTE: We do NOT reset self->data here - the timer can be restarted
Py_RETURN_NONE;
}
PyObject* PyTimer::pause(PyTimerObject* self, PyObject* Py_UNUSED(ignored)) {
if (!self->data) {
PyErr_SetString(PyExc_RuntimeError, "Timer not initialized");
return nullptr;
}
int current_time = 0;
if (Resources::game) {
current_time = Resources::game->runtime.getElapsedTime().asMilliseconds();
}
self->data->pause(current_time);
Py_RETURN_NONE;
}
@ -142,32 +193,13 @@ PyObject* PyTimer::resume(PyTimerObject* self, PyObject* Py_UNUSED(ignored)) {
PyErr_SetString(PyExc_RuntimeError, "Timer not initialized");
return nullptr;
}
int current_time = 0;
if (Resources::game) {
current_time = Resources::game->runtime.getElapsedTime().asMilliseconds();
}
self->data->resume(current_time);
Py_RETURN_NONE;
}
PyObject* PyTimer::cancel(PyTimerObject* self, PyObject* Py_UNUSED(ignored)) {
if (!self->data) {
PyErr_SetString(PyExc_RuntimeError, "Timer not initialized");
return nullptr;
}
// Remove from game engine
if (Resources::game && !self->name.empty()) {
auto it = Resources::game->timers.find(self->name);
if (it != Resources::game->timers.end() && it->second == self->data) {
Resources::game->timers.erase(it);
}
}
self->data->cancel();
self->data.reset();
self->data->resume(current_time);
Py_RETURN_NONE;
}
@ -176,12 +208,23 @@ PyObject* PyTimer::restart(PyTimerObject* self, PyObject* Py_UNUSED(ignored)) {
PyErr_SetString(PyExc_RuntimeError, "Timer not initialized");
return nullptr;
}
int current_time = 0;
if (Resources::game) {
current_time = Resources::game->runtime.getElapsedTime().asMilliseconds();
// Ensure timer is in engine map
auto it = Resources::game->timers.find(self->name);
if (it == Resources::game->timers.end()) {
// Timer was stopped, re-add it
Resources::game->timers[self->name] = self->data;
} else if (it->second != self->data) {
// Another timer has this name, stop it and replace
it->second->stop();
Resources::game->timers[self->name] = self->data;
}
}
self->data->restart(current_time);
Py_RETURN_NONE;
}
@ -240,14 +283,62 @@ PyObject* PyTimer::get_paused(PyTimerObject* self, void* closure) {
return PyBool_FromLong(self->data->isPaused());
}
PyObject* PyTimer::get_stopped(PyTimerObject* self, void* closure) {
if (!self->data) {
return Py_True; // Uninitialized is effectively stopped
}
return PyBool_FromLong(self->data->isStopped());
}
PyObject* PyTimer::get_active(PyTimerObject* self, void* closure) {
if (!self->data) {
return Py_False;
}
return PyBool_FromLong(self->data->isActive());
}
int PyTimer::set_active(PyTimerObject* self, PyObject* value, void* closure) {
if (!self->data) {
PyErr_SetString(PyExc_RuntimeError, "Timer not initialized");
return -1;
}
bool want_active = PyObject_IsTrue(value);
int current_time = 0;
if (Resources::game) {
current_time = Resources::game->runtime.getElapsedTime().asMilliseconds();
}
if (want_active) {
if (self->data->isStopped()) {
// Reactivate a stopped timer
if (Resources::game) {
// Handle name collision
auto it = Resources::game->timers.find(self->name);
if (it != Resources::game->timers.end() && it->second != self->data) {
it->second->stop();
}
Resources::game->timers[self->name] = self->data;
}
self->data->start(current_time);
} else if (self->data->isPaused()) {
// Resume from pause
self->data->resume(current_time);
}
// If already running, do nothing
} else {
// Setting active=False means pause
if (!self->data->isPaused() && !self->data->isStopped()) {
self->data->pause(current_time);
}
}
return 0;
}
PyObject* PyTimer::get_callback(PyTimerObject* self, void* closure) {
if (!self->data) {
PyErr_SetString(PyExc_RuntimeError, "Timer not initialized");
@ -312,19 +403,35 @@ PyGetSetDef PyTimer::getsetters[] = {
{"interval", (getter)PyTimer::get_interval, (setter)PyTimer::set_interval,
MCRF_PROPERTY(interval, "Timer interval in milliseconds (int). Must be positive. Can be changed while timer is running."), NULL},
{"remaining", (getter)PyTimer::get_remaining, NULL,
MCRF_PROPERTY(remaining, "Time remaining until next trigger in milliseconds (int, read-only). Preserved when timer is paused."), NULL},
MCRF_PROPERTY(remaining, "Time remaining until next trigger in milliseconds (int, read-only). Full interval when stopped."), NULL},
{"paused", (getter)PyTimer::get_paused, NULL,
MCRF_PROPERTY(paused, "Whether the timer is paused (bool, read-only). Paused timers preserve their remaining time."), NULL},
{"active", (getter)PyTimer::get_active, NULL,
MCRF_PROPERTY(active, "Whether the timer is active and not paused (bool, read-only). False if cancelled or paused."), NULL},
{"stopped", (getter)PyTimer::get_stopped, NULL,
MCRF_PROPERTY(stopped, "Whether the timer is stopped (bool, read-only). Stopped timers are not in the engine tick loop but preserve their callback."), NULL},
{"active", (getter)PyTimer::get_active, (setter)PyTimer::set_active,
MCRF_PROPERTY(active, "Running state (bool, read-write). True if running (not paused, not stopped). Set True to start/resume, False to pause."), NULL},
{"callback", (getter)PyTimer::get_callback, (setter)PyTimer::set_callback,
MCRF_PROPERTY(callback, "The callback function to be called when timer fires (callable). Can be changed while timer is running."), NULL},
MCRF_PROPERTY(callback, "The callback function (callable). Preserved when stopped, allowing timer restart."), NULL},
{"once", (getter)PyTimer::get_once, (setter)PyTimer::set_once,
MCRF_PROPERTY(once, "Whether the timer stops after firing once (bool). If False, timer repeats indefinitely."), NULL},
MCRF_PROPERTY(once, "Whether the timer stops after firing once (bool). One-shot timers can be restarted."), NULL},
{NULL}
};
PyMethodDef PyTimer::methods[] = {
{"start", (PyCFunction)PyTimer::start, METH_NOARGS,
MCRF_METHOD(Timer, start,
MCRF_SIG("()", "None"),
MCRF_DESC("Start the timer, adding it to the engine tick loop."),
MCRF_RETURNS("None")
MCRF_NOTE("Resets progress and begins counting toward the next fire. If another timer has this name, it will be stopped.")
)},
{"stop", (PyCFunction)PyTimer::stop, METH_NOARGS,
MCRF_METHOD(Timer, stop,
MCRF_SIG("()", "None"),
MCRF_DESC("Stop the timer and remove it from the engine tick loop."),
MCRF_RETURNS("None")
MCRF_NOTE("The callback is preserved, so the timer can be restarted with start() or restart().")
)},
{"pause", (PyCFunction)PyTimer::pause, METH_NOARGS,
MCRF_METHOD(Timer, pause,
MCRF_SIG("()", "None"),
@ -339,19 +446,12 @@ PyMethodDef PyTimer::methods[] = {
MCRF_RETURNS("None")
MCRF_NOTE("Has no effect if the timer is not paused. Timer will fire after the remaining time elapses.")
)},
{"cancel", (PyCFunction)PyTimer::cancel, METH_NOARGS,
MCRF_METHOD(Timer, cancel,
MCRF_SIG("()", "None"),
MCRF_DESC("Cancel the timer and remove it from the timer system."),
MCRF_RETURNS("None")
MCRF_NOTE("The timer will no longer fire and cannot be restarted. The callback will not be called again.")
)},
{"restart", (PyCFunction)PyTimer::restart, METH_NOARGS,
MCRF_METHOD(Timer, restart,
MCRF_SIG("()", "None"),
MCRF_DESC("Restart the timer from the beginning."),
MCRF_DESC("Restart the timer from the beginning and ensure it's running."),
MCRF_RETURNS("None")
MCRF_NOTE("Resets the timer to fire after a full interval from now, regardless of remaining time.")
MCRF_NOTE("Resets progress and adds timer to engine if stopped. Equivalent to stop() followed by start().")
)},
{NULL}
};

View file

@ -23,9 +23,10 @@ public:
static void dealloc(PyTimerObject* self);
// Timer control methods
static PyObject* start(PyTimerObject* self, PyObject* Py_UNUSED(ignored));
static PyObject* stop(PyTimerObject* self, PyObject* Py_UNUSED(ignored));
static PyObject* pause(PyTimerObject* self, PyObject* Py_UNUSED(ignored));
static PyObject* resume(PyTimerObject* self, PyObject* Py_UNUSED(ignored));
static PyObject* cancel(PyTimerObject* self, PyObject* Py_UNUSED(ignored));
static PyObject* restart(PyTimerObject* self, PyObject* Py_UNUSED(ignored));
// Timer property getters
@ -34,7 +35,9 @@ public:
static int set_interval(PyTimerObject* self, PyObject* value, void* closure);
static PyObject* get_remaining(PyTimerObject* self, void* closure);
static PyObject* get_paused(PyTimerObject* self, void* closure);
static PyObject* get_stopped(PyTimerObject* self, void* closure);
static PyObject* get_active(PyTimerObject* self, void* closure);
static int set_active(PyTimerObject* self, PyObject* value, void* closure);
static PyObject* get_callback(PyTimerObject* self, void* closure);
static int set_callback(PyTimerObject* self, PyObject* value, void* closure);
static PyObject* get_once(PyTimerObject* self, void* closure);
@ -53,35 +56,39 @@ namespace mcrfpydef {
.tp_dealloc = (destructor)PyTimer::dealloc,
.tp_repr = PyTimer::repr,
.tp_flags = Py_TPFLAGS_DEFAULT,
.tp_doc = PyDoc_STR("Timer(name, callback, interval, once=False)\n\n"
.tp_doc = PyDoc_STR("Timer(name, callback, interval, once=False, start=True)\n\n"
"Create a timer that calls a function at regular intervals.\n\n"
"Args:\n"
" name (str): Unique identifier for the timer\n"
" callback (callable): Function to call - receives (timer, runtime) args\n"
" interval (int): Time between calls in milliseconds\n"
" once (bool): If True, timer stops after first call. Default: False\n\n"
" once (bool): If True, timer stops after first call. Default: False\n"
" start (bool): If True, timer starts immediately. Default: True\n\n"
"Attributes:\n"
" interval (int): Time between calls in milliseconds\n"
" remaining (int): Time until next call in milliseconds (read-only)\n"
" paused (bool): Whether timer is paused (read-only)\n"
" active (bool): Whether timer is active and not paused (read-only)\n"
" callback (callable): The callback function\n"
" stopped (bool): Whether timer is stopped (read-only)\n"
" active (bool): Running state (read-write). Set True to start, False to pause\n"
" callback (callable): The callback function (preserved when stopped)\n"
" once (bool): Whether timer stops after firing once\n\n"
"Methods:\n"
" start(): Start the timer, adding to engine tick loop\n"
" stop(): Stop the timer (removes from engine, preserves callback)\n"
" pause(): Pause the timer, preserving time remaining\n"
" resume(): Resume a paused timer\n"
" cancel(): Stop and remove the timer\n"
" restart(): Reset timer to start from beginning\n\n"
" restart(): Reset timer and ensure it's running\n\n"
"Example:\n"
" def on_timer(timer, runtime):\n"
" print(f'Timer {timer} fired at {runtime}ms')\n"
" if runtime > 5000:\n"
" timer.cancel()\n"
" timer.stop() # Stop but can restart later\n"
" \n"
" timer = mcrfpy.Timer('my_timer', on_timer, 1000)\n"
" timer.pause() # Pause timer\n"
" timer.resume() # Resume timer\n"
" timer.once = True # Make it one-shot"),
" timer.stop() # Stop completely\n"
" timer.start() # Restart from beginning"),
.tp_methods = PyTimer::methods,
.tp_getset = PyTimer::getsetters,
.tp_init = (initproc)PyTimer::init,

View file

@ -4,14 +4,14 @@
#include "McRFPy_API.h"
#include "GameEngine.h"
Timer::Timer(PyObject* _target, int _interval, int now, bool _once)
Timer::Timer(PyObject* _target, int _interval, int now, bool _once, bool _start)
: callback(std::make_shared<PyCallable>(_target)), interval(_interval), last_ran(now),
paused(false), pause_start_time(0), total_paused_time(0), once(_once)
paused(false), pause_start_time(0), total_paused_time(0), once(_once), stopped(!_start)
{}
Timer::Timer()
: callback(std::make_shared<PyCallable>(Py_None)), interval(0), last_ran(0),
paused(false), pause_start_time(0), total_paused_time(0), once(false)
paused(false), pause_start_time(0), total_paused_time(0), once(false), stopped(true)
{}
Timer::~Timer() {
@ -22,24 +22,24 @@ Timer::~Timer() {
bool Timer::hasElapsed(int now) const
{
if (paused) return false;
if (paused || stopped) return false;
return now >= last_ran + interval;
}
bool Timer::test(int now)
{
if (!callback || callback->isNone()) return false;
if (!callback || callback->isNone() || stopped) return false;
if (hasElapsed(now))
{
last_ran = now;
// Get the PyTimer wrapper from cache to pass to callback
PyObject* timer_obj = nullptr;
if (serial_number != 0) {
timer_obj = PythonObjectCache::getInstance().lookup(serial_number);
}
// Build args: (timer, runtime) or just (runtime) if no wrapper found
PyObject* args;
if (timer_obj) {
@ -48,10 +48,10 @@ bool Timer::test(int now)
// Fallback to old behavior if no wrapper found
args = Py_BuildValue("(i)", now);
}
PyObject* retval = callback->call(args, NULL);
Py_DECREF(args);
if (!retval)
{
std::cerr << "Timer callback raised an exception:" << std::endl;
@ -63,16 +63,16 @@ bool Timer::test(int now)
McRFPy_API::signalPythonException();
}
} else if (retval != Py_None)
{
{
std::cout << "Timer returned a non-None value. It's not an error, it's just not being saved or used." << std::endl;
Py_DECREF(retval);
}
// Handle one-shot timers
// Handle one-shot timers: stop but preserve callback for potential restart
if (once) {
cancel();
stopped = true; // Will be removed from map by testTimers(), but callback preserved
}
return true;
}
return false;
@ -101,23 +101,41 @@ void Timer::restart(int current_time)
{
last_ran = current_time;
paused = false;
stopped = false; // Ensure timer is running
pause_start_time = 0;
total_paused_time = 0;
}
void Timer::cancel()
void Timer::start(int current_time)
{
// Cancel by setting callback to None
callback = std::make_shared<PyCallable>(Py_None);
// Start/resume the timer - clear stopped flag, reset progress
stopped = false;
paused = false;
last_ran = current_time;
pause_start_time = 0;
total_paused_time = 0;
}
void Timer::stop()
{
// Stop the timer - it will be removed from engine map, but callback is preserved
stopped = true;
paused = false;
pause_start_time = 0;
total_paused_time = 0;
}
bool Timer::isActive() const
{
return callback && !callback->isNone() && !paused;
return callback && !callback->isNone() && !paused && !stopped;
}
int Timer::getRemaining(int current_time) const
{
if (stopped) {
// When stopped, progress is reset - full interval remaining
return interval;
}
if (paused) {
// When paused, calculate time remaining from when it was paused
int elapsed_when_paused = pause_start_time - last_ran;
@ -129,6 +147,10 @@ int Timer::getRemaining(int current_time) const
int Timer::getElapsed(int current_time) const
{
if (stopped) {
// When stopped, progress is reset
return 0;
}
if (paused) {
return pause_start_time - last_ran;
}

View file

@ -17,37 +17,42 @@ private:
bool paused;
int pause_start_time;
int total_paused_time;
// One-shot timer support
bool once;
// Stopped state: timer is not in engine map, but callback is preserved
bool stopped;
public:
uint64_t serial_number = 0; // For Python object cache
Timer(); // for map to build
Timer(PyObject* target, int interval, int now, bool once = false);
Timer(PyObject* target, int interval, int now, bool once = false, bool start = true);
~Timer();
// Core timer functionality
bool test(int now);
bool hasElapsed(int now) const;
// Timer control methods
void pause(int current_time);
void resume(int current_time);
void restart(int current_time);
void cancel();
void start(int current_time); // Clear stopped flag, reset progress
void stop(); // Set stopped flag, preserve callback
// Timer state queries
bool isPaused() const { return paused; }
bool isActive() const;
bool isStopped() const { return stopped; }
bool isActive() const; // Running: not paused AND not stopped AND has callback
int getInterval() const { return interval; }
void setInterval(int new_interval) { interval = new_interval; }
int getRemaining(int current_time) const;
int getElapsed(int current_time) const;
bool isOnce() const { return once; }
void setOnce(bool value) { once = value; }
// Callback management
PyObject* getCallback();
void setCallback(PyObject* new_callback);

View file

@ -268,8 +268,12 @@ PyGetSetDef UICaption::getsetters[] = {
//{"w", (getter)PyUIFrame_get_float_member, (setter)PyUIFrame_set_float_member, "width of the rectangle", (void*)2},
//{"h", (getter)PyUIFrame_get_float_member, (setter)PyUIFrame_set_float_member, "height of the rectangle", (void*)3},
{"outline", (getter)UICaption::get_float_member, (setter)UICaption::set_float_member, "Thickness of the border", (void*)4},
{"fill_color", (getter)UICaption::get_color_member, (setter)UICaption::set_color_member, "Fill color of the text", (void*)0},
{"outline_color", (getter)UICaption::get_color_member, (setter)UICaption::set_color_member, "Outline color of the text", (void*)1},
{"fill_color", (getter)UICaption::get_color_member, (setter)UICaption::set_color_member,
"Fill color of the text. Returns a copy; modifying components requires reassignment. "
"For animation, use 'fill_color.r', 'fill_color.g', etc.", (void*)0},
{"outline_color", (getter)UICaption::get_color_member, (setter)UICaption::set_color_member,
"Outline color of the text. Returns a copy; modifying components requires reassignment. "
"For animation, use 'outline_color.r', 'outline_color.g', etc.", (void*)1},
//{"children", (getter)PyUIFrame_get_children, NULL, "UICollection of objects on top of this one", NULL},
{"text", (getter)UICaption::get_text, (setter)UICaption::set_text, "The text displayed", NULL},
{"font_size", (getter)UICaption::get_float_member, (setter)UICaption::set_float_member, "Font size (integer) in points", (void*)5},

View file

@ -434,8 +434,12 @@ PyGetSetDef UIFrame::getsetters[] = {
{"w", (getter)UIDrawable::get_float_member, (setter)UIDrawable::set_float_member, "width of the rectangle", (void*)((intptr_t)PyObjectsEnum::UIFRAME << 8 | 2)},
{"h", (getter)UIDrawable::get_float_member, (setter)UIDrawable::set_float_member, "height of the rectangle", (void*)((intptr_t)PyObjectsEnum::UIFRAME << 8 | 3)},
{"outline", (getter)UIFrame::get_float_member, (setter)UIFrame::set_float_member, "Thickness of the border", (void*)4},
{"fill_color", (getter)UIFrame::get_color_member, (setter)UIFrame::set_color_member, "Fill color of the rectangle", (void*)0},
{"outline_color", (getter)UIFrame::get_color_member, (setter)UIFrame::set_color_member, "Outline color of the rectangle", (void*)1},
{"fill_color", (getter)UIFrame::get_color_member, (setter)UIFrame::set_color_member,
"Fill color of the rectangle. Returns a copy; modifying components requires reassignment. "
"For animation, use 'fill_color.r', 'fill_color.g', etc.", (void*)0},
{"outline_color", (getter)UIFrame::get_color_member, (setter)UIFrame::set_color_member,
"Outline color of the rectangle. Returns a copy; modifying components requires reassignment. "
"For animation, use 'outline_color.r', 'outline_color.g', etc.", (void*)1},
{"children", (getter)UIFrame::get_children, NULL, "UICollection of objects on top of this one", NULL},
{"on_click", (getter)UIDrawable::get_click, (setter)UIDrawable::set_click,
MCRF_PROPERTY(on_click,

View file

@ -2059,7 +2059,9 @@ PyGetSetDef UIGrid::getsetters[] = {
), (void*)PyObjectsEnum::UIGRID},
{"texture", (getter)UIGrid::get_texture, NULL, "Texture of the grid", NULL}, //TODO 7DRL-day2-item5
{"fill_color", (getter)UIGrid::get_fill_color, (setter)UIGrid::set_fill_color, "Background fill color of the grid", NULL},
{"fill_color", (getter)UIGrid::get_fill_color, (setter)UIGrid::set_fill_color,
"Background fill color of the grid. Returns a copy; modifying components requires reassignment. "
"For animation, use 'fill_color.r', 'fill_color.g', etc.", NULL},
{"perspective", (getter)UIGrid::get_perspective, (setter)UIGrid::set_perspective,
"Entity whose perspective to use for FOV rendering (None for omniscient view). "
"Setting an entity automatically enables perspective mode.", NULL},

View file

@ -12,26 +12,44 @@ Transition = Union[str, None]
# Classes
class Color:
"""SFML Color Object for RGBA colors."""
"""RGBA color representation.
Note:
When accessing colors from UI elements (e.g., frame.fill_color),
you receive a COPY of the color. Modifying it doesn't affect the
original. To change a component:
# This does NOT work:
frame.fill_color.r = 255 # Modifies a temporary copy
# Do this instead:
c = frame.fill_color
c.r = 255
frame.fill_color = c
# Or use Animation for sub-properties:
anim = mcrfpy.Animation('fill_color.r', 255, 0.5, 'linear')
anim.start(frame)
"""
r: int
g: int
b: int
a: int
@overload
def __init__(self) -> None: ...
@overload
def __init__(self, r: int, g: int, b: int, a: int = 255) -> None: ...
def from_hex(self, hex_string: str) -> 'Color':
"""Create color from hex string (e.g., '#FF0000' or 'FF0000')."""
...
def to_hex(self) -> str:
"""Convert color to hex string format."""
...
def lerp(self, other: 'Color', t: float) -> 'Color':
"""Linear interpolation between two colors."""
...
@ -534,31 +552,118 @@ class Window:
...
class Animation:
"""Animation object for animating UI properties."""
target: Any
property: str
duration: float
easing: str
loop: bool
on_complete: Optional[Callable]
def __init__(self, target: Any, property: str, start_value: Any, end_value: Any,
duration: float, easing: str = 'linear', loop: bool = False,
on_complete: Optional[Callable] = None) -> None: ...
def start(self) -> None:
"""Start the animation."""
"""Animation for interpolating UI properties over time.
Create an animation targeting a specific property, then call start() on a
UI element to begin the animation. The AnimationManager handles updates
automatically.
Example:
# Move a frame to x=500 over 2 seconds with easing
anim = mcrfpy.Animation('x', 500.0, 2.0, 'easeInOut')
anim.start(my_frame)
# Animate color with completion callback
def on_done(anim, target):
print('Fade complete!')
fade = mcrfpy.Animation('fill_color.a', 0, 1.0, callback=on_done)
fade.start(my_sprite)
"""
@property
def property(self) -> str:
"""Target property name being animated (read-only)."""
...
@property
def duration(self) -> float:
"""Animation duration in seconds (read-only)."""
...
@property
def elapsed(self) -> float:
"""Time elapsed since animation started in seconds (read-only)."""
...
@property
def is_complete(self) -> bool:
"""Whether the animation has finished (read-only)."""
...
@property
def is_delta(self) -> bool:
"""Whether animation uses delta/additive mode (read-only)."""
...
def __init__(self,
property: str,
target: Union[float, int, Tuple[float, float], Tuple[int, int, int], Tuple[int, int, int, int], List[int], str],
duration: float,
easing: str = 'linear',
delta: bool = False,
callback: Optional[Callable[['Animation', Any], None]] = None) -> None:
"""Create an animation for a UI property.
Args:
property: Property name to animate. Common properties:
- Position/Size: 'x', 'y', 'w', 'h', 'pos', 'size'
- Appearance: 'fill_color', 'outline_color', 'opacity'
- Sprite: 'sprite_index', 'scale'
- Grid: 'center', 'zoom'
- Sub-properties: 'fill_color.r', 'fill_color.g', etc.
target: Target value. Type depends on property:
- float: For x, y, w, h, scale, opacity, zoom
- int: For sprite_index
- (r, g, b) or (r, g, b, a): For colors
- (x, y): For pos, size, center
- [int, ...]: For sprite animation sequences
- str: For text animation
duration: Animation duration in seconds.
easing: Easing function. Options: 'linear', 'easeIn', 'easeOut',
'easeInOut', 'easeInQuad', 'easeOutQuad', 'easeInOutQuad',
'easeInCubic', 'easeOutCubic', 'easeInOutCubic',
'easeInElastic', 'easeOutElastic', 'easeInOutElastic',
'easeInBounce', 'easeOutBounce', 'easeInOutBounce', and more.
delta: If True, target value is added to start value.
callback: Function(animation, target) called on completion.
"""
...
def start(self, target: UIElement, conflict_mode: str = 'replace') -> None:
"""Start the animation on a UI element.
Args:
target: The UI element to animate (Frame, Caption, Sprite, Grid, or Entity)
conflict_mode: How to handle if property is already animating:
- 'replace': Stop existing animation, start new one (default)
- 'queue': Wait for existing animation to complete
- 'error': Raise RuntimeError if property is busy
"""
...
def update(self, dt: float) -> bool:
"""Update animation, returns True if still running."""
"""Update animation by time delta. Returns True if still running.
Note: Normally called automatically by AnimationManager.
"""
...
def get_current_value(self) -> Any:
"""Get the current interpolated value."""
...
def complete(self) -> None:
"""Complete the animation immediately, jumping to final value."""
...
def hasValidTarget(self) -> bool:
"""Check if the animation target still exists."""
...
def __repr__(self) -> str:
"""Return string representation showing property, duration, and status."""
...
# Module-level attributes
__version__: str

View file

@ -97,7 +97,7 @@ def handle_key(key, state):
benchmark.on_key = handle_key
# Update entity positions
def update_entities(ms):
def update_entities(timer, ms):
dt = ms / 1000.0 # Convert to seconds
for entity in entities:
@ -119,13 +119,13 @@ def update_entities(ms):
entity.y = new_y
# Run movement update every frame (16ms)
mcrfpy.setTimer("movement", update_entities, 16)
movement_timer = mcrfpy.Timer("movement", update_entities, 16)
# Benchmark statistics
frame_count = 0
start_time = None
def benchmark_timer(ms):
def benchmark_callback(timer, ms):
global frame_count, start_time
if start_time is None:
@ -152,4 +152,4 @@ def benchmark_timer(ms):
print("=" * 60)
# Don't exit - let user review
mcrfpy.setTimer("benchmark", benchmark_timer, 100)
benchmark_timer = mcrfpy.Timer("benchmark", benchmark_callback, 100)

View file

@ -31,7 +31,7 @@ frame_count = 0
metrics_samples = []
def collect_metrics(runtime):
def collect_metrics(timer, runtime):
"""Timer callback to collect metrics each frame."""
global frame_count, metrics_samples
@ -65,9 +65,9 @@ def collect_metrics(runtime):
def finish_scenario():
"""Calculate statistics and store results for current scenario."""
global results, current_scenario, metrics_samples
global results, current_scenario, metrics_samples, benchmark_timer
mcrfpy.delTimer("benchmark_collect")
benchmark_timer.stop()
if not metrics_samples:
print(f" WARNING: No samples collected for {current_scenario}")
@ -149,7 +149,8 @@ def run_next_scenario():
scenarios[next_idx][1]()
# Start collection timer (runs every frame)
mcrfpy.setTimer("benchmark_collect", collect_metrics, 1)
global benchmark_timer
benchmark_timer = mcrfpy.Timer("benchmark_collect", collect_metrics, 1)
# ============================================================================

View file

@ -427,7 +427,7 @@ def print_analysis():
print(f" Note: This overhead is acceptable given query speedups")
def run_benchmarks(runtime=None):
def run_benchmarks(timer=None, runtime=None):
"""Main benchmark runner."""
global results
@ -458,4 +458,4 @@ if __name__ == "__main__":
if "--headless" in sys.argv or True: # Always run immediately for benchmarks
run_benchmarks()
else:
mcrfpy.setTimer("run_bench", run_benchmarks, 100)
bench_timer = mcrfpy.Timer("run_bench", run_benchmarks, 100, once=True)

View file

@ -34,7 +34,7 @@ frame_count = 0
test_results = {} # Store filenames for each test
def run_test_phase(runtime):
def run_test_phase(timer, runtime):
"""Run through warmup and measurement phases."""
global frame_count
@ -51,7 +51,7 @@ def run_test_phase(runtime):
test_results[current_test] = filename
print(f" {current_test}: saved to {filename}")
mcrfpy.delTimer("test_phase")
timer.stop()
run_next_test()
@ -90,7 +90,8 @@ def run_next_test():
print(f"\n[{next_idx + 1}/{len(tests)}] Running: {current_test}")
tests[next_idx][1]()
mcrfpy.setTimer("test_phase", run_test_phase, 1)
global test_phase_timer
test_phase_timer = mcrfpy.Timer("test_phase", run_test_phase, 1)
# ============================================================================
@ -130,14 +131,15 @@ def setup_base_layer_modified():
# Timer to modify one cell per frame (triggers dirty flag each frame)
mod_counter = [0]
def modify_cell(runtime):
def modify_cell(timer, runtime):
x = mod_counter[0] % GRID_SIZE
y = (mod_counter[0] // GRID_SIZE) % GRID_SIZE
layer.set(x, y, mcrfpy.Color(255, 0, 0, 255))
mod_counter[0] += 1
test_base_mod.activate()
mcrfpy.setTimer("modify", modify_cell, 1)
global modify_timer
modify_timer = mcrfpy.Timer("modify", modify_cell, 1)
def setup_color_layer_static():
@ -170,14 +172,15 @@ def setup_color_layer_modified():
# Timer to modify one cell per frame - triggers re-render
mod_counter = [0]
def modify_cell(runtime):
def modify_cell(timer, runtime):
x = mod_counter[0] % GRID_SIZE
y = (mod_counter[0] // GRID_SIZE) % GRID_SIZE
layer.set(x, y, mcrfpy.Color(255, 0, 0, 255))
mod_counter[0] += 1
test_color_mod.activate()
mcrfpy.setTimer("modify", modify_cell, 1)
global modify_timer
modify_timer = mcrfpy.Timer("modify", modify_cell, 1)
def setup_tile_layer_static():
@ -222,7 +225,7 @@ def setup_tile_layer_modified():
# Timer to modify one cell per frame
mod_counter = [0]
def modify_cell(runtime):
def modify_cell(timer, runtime):
if layer:
x = mod_counter[0] % GRID_SIZE
y = (mod_counter[0] // GRID_SIZE) % GRID_SIZE
@ -230,7 +233,8 @@ def setup_tile_layer_modified():
mod_counter[0] += 1
test_tile_mod.activate()
mcrfpy.setTimer("modify", modify_cell, 1)
global modify_timer
modify_timer = mcrfpy.Timer("modify", modify_cell, 1)
def setup_multi_layer_static():

View file

@ -31,7 +31,7 @@ class StressTestRunner:
def add_test(self, name, setup_fn, description=""):
self.tests.append({'name': name, 'setup': setup_fn, 'description': description})
def tick(self, runtime):
def tick(self, timer, runtime):
"""Single timer callback that manages all test flow"""
self.frames_counted += 1
@ -103,7 +103,7 @@ class StressTestRunner:
self.results[test['name']] = {'error': str(e)}
def finish_suite(self):
mcrfpy.delTimer("tick")
self.tick_timer.stop()
print("\n" + "="*50)
print("STRESS TEST COMPLETE")
@ -137,7 +137,7 @@ class StressTestRunner:
ui = init.children
ui.append(mcrfpy.Frame(pos=(0,0), size=(10,10))) # Required for timer to fire
init.activate()
mcrfpy.setTimer("tick", self.tick, TIMER_INTERVAL_MS)
self.tick_timer = mcrfpy.Timer("tick", self.tick, TIMER_INTERVAL_MS)
# =============================================================================

View file

@ -6,7 +6,7 @@ import mcrfpy
import sys
import time
def run_test(runtime):
def run_test(timer, runtime):
print("=" * 60)
print("FOV Isolation Test - Is TCOD slow, or is it the Python wrapper?")
print("=" * 60)
@ -96,4 +96,4 @@ def run_test(runtime):
init = mcrfpy.Scene("init")
init.activate()
mcrfpy.setTimer("test", run_test, 100)
test_timer = mcrfpy.Timer("test", run_test, 100, once=True)

View file

@ -134,7 +134,7 @@ init = mcrfpy.Scene("init")
init.activate()
# Use a timer to let the engine initialize
def run_benchmark(runtime):
def run_benchmark(timer, runtime):
main()
mcrfpy.setTimer("bench", run_benchmark, 100)
bench_timer = mcrfpy.Timer("bench", run_benchmark, 100, once=True)

View file

@ -114,7 +114,7 @@ class DemoRunner:
self.current_index = 0
self.render_wait = 0
def screenshot_cycle(runtime):
def screenshot_cycle(timer, runtime):
if self.render_wait == 0:
# Set scene and wait for render
if self.current_index >= len(self.screens):
@ -139,7 +139,7 @@ class DemoRunner:
print("Done!")
sys.exit(0)
mcrfpy.setTimer("screenshot", screenshot_cycle, 50)
self.screenshot_timer = mcrfpy.Timer("screenshot", screenshot_cycle, 50)
def run_interactive(self):
"""Run in interactive mode with menu."""

View file

@ -126,9 +126,10 @@ def setup_scene():
patrol_demo.on_key = on_keypress
# Start patrol timer
mcrfpy.setTimer("patrol", patrol_step, move_timer_ms)
global patrol_timer
patrol_timer = mcrfpy.Timer("patrol", patrol_step, move_timer_ms)
def patrol_step(runtime):
def patrol_step(timer, runtime):
"""Move entity one step toward current waypoint"""
global current_waypoint, patrol_paused

View file

@ -784,12 +784,12 @@ def run_demo():
demo_state = create_demo_scene()
# Set up exit timer for headless testing
def check_exit(dt):
def check_exit(timer, dt):
# In headless mode, exit after a short delay
# In interactive mode, this won't trigger
pass
# mcrfpy.setTimer("demo_check", check_exit, 100)
# check_exit_timer = mcrfpy.Timer("demo_check", check_exit, 100)
# Run if executed directly
@ -801,8 +801,8 @@ if __name__ == "__main__":
# If --screenshot flag, take a screenshot and exit
if "--screenshot" in sys.argv or len(sys.argv) > 1:
def take_screenshot(dt):
def take_screenshot(timer, dt):
automation.screenshot("focus_demo_screenshot.png")
print("Screenshot saved: focus_demo_screenshot.png")
sys.exit(0)
mcrfpy.setTimer("screenshot", take_screenshot, 200)
screenshot_timer = mcrfpy.Timer("screenshot", take_screenshot, 200, once=True)

View file

@ -135,7 +135,7 @@ class GeometryDemoRunner:
self.current_index = 0
self.render_wait = 0
def screenshot_cycle(runtime):
def screenshot_cycle(timer, runtime):
if self.render_wait == 0:
if self.current_index >= len(self.screens):
print("Done!")
@ -162,7 +162,7 @@ class GeometryDemoRunner:
print("Done!")
sys.exit(0)
mcrfpy.setTimer("screenshot", screenshot_cycle, 100)
self.screenshot_timer = mcrfpy.Timer("screenshot", screenshot_cycle, 100)
def run_interactive(self):
"""Run in interactive mode with menu."""

View file

@ -46,17 +46,19 @@ class GeometryDemoScreen:
def cleanup(self):
"""Clean up timers when leaving screen."""
for timer_name in self.timers:
for timer in self.timers:
try:
mcrfpy.delTimer(timer_name)
timer.stop()
except:
pass
def restart_timers(self):
"""Re-register timers after cleanup."""
self.timers = [] # Clear old timer references
for name, callback, interval in self._timer_configs:
try:
mcrfpy.setTimer(name, callback, interval)
timer = mcrfpy.Timer(name, callback, interval)
self.timers.append(timer)
except Exception as e:
print(f"Timer restart failed: {e}")
@ -111,6 +113,6 @@ class GeometryDemoScreen:
if callback is None:
print(f"Warning: Timer '{name}' callback is None, skipping")
return
mcrfpy.setTimer(name, callback, interval)
self.timers.append(name)
timer = mcrfpy.Timer(name, callback, interval)
self.timers.append(timer)
self._timer_configs.append((name, callback, interval))

View file

@ -269,7 +269,7 @@ class PathfindingAnimatedDemo(GeometryDemoScreen):
self.dist_label.fill_color = mcrfpy.Color(150, 150, 150)
self.ui.append(self.dist_label)
def _tick(self, runtime):
def _tick(self, timer, runtime):
"""Advance one turn."""
self.current_time += 1
self.time_label.text = f"Turn: {self.current_time}"

View file

@ -255,7 +255,7 @@ class SolarSystemDemo(GeometryDemoScreen):
self.ui.append(moon_path)
self.orbit_rings[moon.name + "_path"] = moon_path
def _tick(self, runtime):
def _tick(self, timer, runtime):
"""Advance time by one turn and update planet positions."""
self.current_time += 1

View file

@ -266,7 +266,7 @@ def handle_keypress(scene_name, keycode):
sys.exit(0)
# Timer callback for animation
def update_animation(dt):
def update_animation(timer, dt):
"""Update animation state"""
animate_movement(dt / 1000.0) # Convert ms to seconds
@ -335,7 +335,7 @@ for i, entity in enumerate(entities):
dijkstra_enhanced.on_key = handle_keypress
# Set up animation timer (60 FPS)
mcrfpy.setTimer("animation", update_animation, 16)
animation_timer = mcrfpy.Timer("animation", update_animation, 16)
# Show the scene
dijkstra_enhanced.activate()

View file

@ -88,11 +88,11 @@ def test_dijkstra(grid, entities):
return results
def run_test(runtime):
def run_test(timer, runtime):
"""Timer callback to run tests and take screenshot"""
# Run pathfinding tests
results = test_dijkstra(grid, entities)
# Update display with results
y_pos = 380
for result in results:
@ -100,9 +100,9 @@ def run_test(runtime):
caption.fill_color = mcrfpy.Color(200, 200, 200)
ui.append(caption)
y_pos += 20
# Take screenshot
mcrfpy.setTimer("screenshot", lambda rt: take_screenshot(), 500)
# Take screenshot (one-shot timer)
screenshot_timer = mcrfpy.Timer("screenshot", lambda t, rt: take_screenshot(), 500, once=True)
def take_screenshot():
"""Take screenshot and exit"""
@ -140,7 +140,7 @@ ui.append(legend)
# Set scene
dijkstra_test.activate()
# Run test after scene loads
mcrfpy.setTimer("test", run_test, 100)
# Run test after scene loads (one-shot timer)
test_timer = mcrfpy.Timer("test", run_test, 100, once=True)
print("Running Dijkstra tests...")

View file

@ -9,7 +9,7 @@ This test verifies that:
import mcrfpy
import sys
def timer_that_raises(runtime):
def timer_that_raises(timer, runtime):
"""A timer callback that raises an exception"""
raise ValueError("Intentional test exception")
@ -17,8 +17,8 @@ def timer_that_raises(runtime):
test = mcrfpy.Scene("test")
test.activate()
# Schedule the timer - it will fire after 50ms
mcrfpy.setTimer("raise_exception", timer_that_raises, 50)
# Schedule the timer - it will fire after 50ms (one-shot timer)
exception_timer = mcrfpy.Timer("raise_exception", timer_that_raises, 50, once=True)
# This test expects:
# - Default behavior: exit with code 1 after first exception

View file

@ -158,7 +158,7 @@ def test_edge_cases():
print(" Edge cases: PASS")
return True
def run_test(runtime):
def run_test(timer, runtime):
"""Timer callback to run tests after scene is active"""
results = []
@ -185,4 +185,4 @@ if __name__ == "__main__":
test.activate()
# Run tests after scene is active
mcrfpy.setTimer("test", run_test, 100)
test_timer = mcrfpy.Timer("test", run_test, 100, once=True)

View file

@ -14,7 +14,7 @@ import mcrfpy
import sys
import time
def run_test(runtime):
def run_test(timer, runtime):
print("=" * 60)
print("Issue #146 Regression Test: compute_fov() returns None")
print("=" * 60)
@ -111,4 +111,4 @@ def run_test(runtime):
# Initialize and run
init = mcrfpy.Scene("init")
init.activate()
mcrfpy.setTimer("test", run_test, 100)
test_timer = mcrfpy.Timer("test", run_test, 100, once=True)

View file

@ -11,7 +11,7 @@ Tests:
import mcrfpy
import sys
def run_test(runtime):
def run_test(timer, runtime):
print("=" * 60)
print("Issue #147 Regression Test: Dynamic Layer System for Grid")
print("=" * 60)
@ -190,4 +190,4 @@ def run_test(runtime):
# Initialize and run
init = mcrfpy.Scene("init")
init.activate()
mcrfpy.setTimer("test", run_test, 100)
test_timer = mcrfpy.Timer("test", run_test, 100, once=True)

View file

@ -14,7 +14,7 @@ import mcrfpy
import sys
import time
def run_test(runtime):
def run_test(timer, runtime):
print("=" * 60)
print("Issue #148 Regression Test: Layer Dirty Flags and Caching")
print("=" * 60)
@ -154,4 +154,4 @@ def run_test(runtime):
# Initialize and run
init = mcrfpy.Scene("init")
init.activate()
mcrfpy.setTimer("test", run_test, 100)
test_timer = mcrfpy.Timer("test", run_test, 100, once=True)

View file

@ -17,7 +17,7 @@ class CustomEntity(mcrfpy.Entity):
def custom_method(self):
return "Custom method called"
def run_test(runtime):
def run_test(timer, runtime):
"""Test that derived entity classes maintain their type in collections"""
try:
# Create a grid
@ -85,4 +85,4 @@ test = mcrfpy.Scene("test")
test.activate()
# Schedule test to run after game loop starts
mcrfpy.setTimer("test", run_test, 100)
test_timer = mcrfpy.Timer("test", run_test, 100, once=True)

View file

@ -149,7 +149,7 @@ def test_color_properties():
return tests_passed == tests_total
def run_test(runtime):
def run_test(timer, runtime):
"""Timer callback to run the test"""
try:
success = test_color_properties()
@ -167,4 +167,4 @@ test = mcrfpy.Scene("test")
test.activate()
# Schedule test to run after game loop starts
mcrfpy.setTimer("test", run_test, 100)
test_timer = mcrfpy.Timer("test", run_test, 100, once=True)

View file

@ -183,7 +183,7 @@ def test_property_introspection():
return tests_passed, tests_total
def run_test(runtime):
def run_test(timer, runtime):
"""Timer callback to run the test"""
try:
print("=== Testing Texture and Font Properties (Issue #99) ===\n")
@ -221,4 +221,4 @@ test = mcrfpy.Scene("test")
test.activate()
# Schedule test to run after game loop starts
mcrfpy.setTimer("test", run_test, 100)
test_timer = mcrfpy.Timer("test", run_test, 100, once=True)

View file

@ -7,7 +7,7 @@ import mcrfpy
from mcrfpy import automation
import sys
def run_test(runtime):
def run_test(timer, runtime):
"""Test RenderTexture resizing"""
print("Testing Issue #9: RenderTexture resize (minimal)")
@ -64,4 +64,4 @@ test = mcrfpy.Scene("test")
test.activate()
# Schedule test
mcrfpy.setTimer("test", run_test, 100)
test_timer = mcrfpy.Timer("test", run_test, 100, once=True)

View file

@ -209,7 +209,7 @@ def test_rendertexture_resize():
print(f"\nScreenshots saved to /tmp/issue_9_*.png")
def run_test(runtime):
def run_test(timer, runtime):
"""Timer callback to run the test"""
try:
test_rendertexture_resize()
@ -226,4 +226,4 @@ test = mcrfpy.Scene("test")
test.activate()
# Schedule test to run after game loop starts
mcrfpy.setTimer("test", run_test, 100)
test_timer = mcrfpy.Timer("test", run_test, 100, once=True)

View file

@ -9,7 +9,7 @@ import mcrfpy
from mcrfpy import automation
import sys
def run_test(runtime):
def run_test(timer, runtime):
"""Test that UIGrid properly handles resizing"""
try:
# Create a grid with initial size
@ -86,4 +86,4 @@ test = mcrfpy.Scene("test")
test.activate()
# Schedule test to run after game loop starts
mcrfpy.setTimer("test", run_test, 100)
test_timer = mcrfpy.Timer("test", run_test, 100, once=True)

View file

@ -64,7 +64,7 @@ def demonstrate_solution():
}
""")
def run_test(runtime):
def run_test(timer, runtime):
"""Timer callback"""
try:
demonstrate_solution()
@ -74,10 +74,10 @@ def run_test(runtime):
print(f"\nError: {e}")
import traceback
traceback.print_exc()
sys.exit(0)
# Set up scene and run
test = mcrfpy.Scene("test")
test.activate()
mcrfpy.setTimer("test", run_test, 100)
test_timer = mcrfpy.Timer("test", run_test, 100, once=True)

View file

@ -4,43 +4,44 @@ import mcrfpy
from mcrfpy import automation
from datetime import datetime
def run_automation_tests():
def run_automation_tests(timer, runtime):
"""This runs AFTER the game loop has started and rendered frames"""
print("\n=== Automation Test Running (1 second after start) ===")
# NOW we can take screenshots that will show content!
timestamp = datetime.now().strftime("%Y%m%d_%H%M%S")
filename = f"WORKING_screenshot_{timestamp}.png"
# Take screenshot - this should now show our red frame
result = automation.screenshot(filename)
print(f"Screenshot taken: {filename} - Result: {result}")
# Test clicking on the frame
automation.click(200, 200) # Click in center of red frame
# Test keyboard input
automation.typewrite("Hello from timer callback!")
# Take another screenshot to show any changes
filename2 = f"WORKING_screenshot_after_click_{timestamp}.png"
automation.screenshot(filename2)
print(f"Second screenshot: {filename2}")
print("Test completed successfully!")
print("\nThis works because:")
print("1. The game loop has been running for 1 second")
print("2. The scene has been rendered multiple times")
print("3. The RenderTexture now contains actual rendered content")
# Cancel this timer so it doesn't repeat
mcrfpy.delTimer("automation_test")
timer.stop()
# Optional: exit after a moment
def exit_game():
def exit_game(t, r):
print("Exiting...")
mcrfpy.exit()
mcrfpy.setTimer("exit", exit_game, 500) # Exit 500ms later
global exit_timer
exit_timer = mcrfpy.Timer("exit", exit_game, 500, once=True)
# This code runs during --exec script execution
print("=== Setting Up Test Scene ===")
@ -73,7 +74,7 @@ frame.on_click = frame_clicked
print("Scene setup complete. Setting timer for automation tests...")
# THIS IS THE KEY: Set timer to run AFTER the game loop starts
mcrfpy.setTimer("automation_test", run_automation_tests, 1000)
automation_test_timer = mcrfpy.Timer("automation_test", run_automation_tests, 1000, once=True)
print("Timer set. Game loop will start after this script completes.")
print("Automation tests will run 1 second later when content is visible.")

View file

@ -1,70 +1,126 @@
#!/usr/bin/env python3
"""Test for mcrfpy.setTimer() and delTimer() methods"""
"""Test for mcrfpy.Timer class - replaces old setTimer/delTimer tests (#173)"""
import mcrfpy
import sys
def test_timers():
"""Test timer API methods"""
print("Testing mcrfpy timer methods...")
"""Test Timer class API"""
print("Testing mcrfpy.Timer class...")
# Test 1: Create a simple timer
try:
call_count = [0]
def simple_callback(runtime):
def simple_callback(timer, runtime):
call_count[0] += 1
print(f"Timer callback called, count={call_count[0]}, runtime={runtime}")
mcrfpy.setTimer("test_timer", simple_callback, 100)
print("✓ setTimer() called successfully")
timer = mcrfpy.Timer("test_timer", simple_callback, 100)
print("✓ Timer() created successfully")
print(f" Timer repr: {timer}")
except Exception as e:
print(f"setTimer() failed: {e}")
print(f"Timer() failed: {e}")
print("FAIL")
return
# Test 2: Delete the timer
# Test 2: Stop the timer
try:
mcrfpy.delTimer("test_timer")
print("✓ delTimer() called successfully")
timer.stop()
print("✓ timer.stop() called successfully")
assert timer.stopped == True, "Timer should be stopped"
print(f" Timer after stop: {timer}")
except Exception as e:
print(f"✗ delTimer() failed: {e}")
print(f"timer.stop() failed: {e}")
print("FAIL")
return
# Test 3: Delete non-existent timer (should not crash)
# Test 3: Restart the timer
try:
mcrfpy.delTimer("nonexistent_timer")
print("✓ delTimer() accepts non-existent timer names")
timer.start()
print("✓ timer.start() called successfully")
assert timer.stopped == False, "Timer should not be stopped"
assert timer.active == True, "Timer should be active"
timer.stop() # Clean up
except Exception as e:
print(f"✗ delTimer() failed on non-existent timer: {e}")
print(f"timer.start() failed: {e}")
print("FAIL")
return
# Test 4: Create multiple timers
# Test 4: Create timer with start=False
try:
def callback1(rt): pass
def callback2(rt): pass
def callback3(rt): pass
mcrfpy.setTimer("timer1", callback1, 500)
mcrfpy.setTimer("timer2", callback2, 750)
mcrfpy.setTimer("timer3", callback3, 250)
def callback2(timer, runtime): pass
timer2 = mcrfpy.Timer("timer2", callback2, 500, start=False)
assert timer2.stopped == True, "Timer with start=False should be stopped"
print("✓ Timer with start=False created in stopped state")
timer2.start()
assert timer2.active == True, "Timer should be active after start()"
timer2.stop()
except Exception as e:
print(f"✗ Timer with start=False failed: {e}")
print("FAIL")
return
# Test 5: Create multiple timers
try:
def callback3(t, rt): pass
t1 = mcrfpy.Timer("multi1", callback3, 500)
t2 = mcrfpy.Timer("multi2", callback3, 750)
t3 = mcrfpy.Timer("multi3", callback3, 250)
print("✓ Multiple timers created successfully")
# Clean up
mcrfpy.delTimer("timer1")
mcrfpy.delTimer("timer2")
mcrfpy.delTimer("timer3")
print("✓ Multiple timers deleted successfully")
t1.stop()
t2.stop()
t3.stop()
print("✓ Multiple timers stopped successfully")
except Exception as e:
print(f"✗ Multiple timer test failed: {e}")
print("FAIL")
return
print("\nAll timer API tests passed")
# Test 6: mcrfpy.timers collection
try:
# Create a timer that's running
running_timer = mcrfpy.Timer("running_test", callback3, 1000)
timers = mcrfpy.timers
assert isinstance(timers, tuple), "mcrfpy.timers should be a tuple"
print(f"✓ mcrfpy.timers returns tuple with {len(timers)} timer(s)")
# Clean up
running_timer.stop()
except Exception as e:
print(f"✗ mcrfpy.timers test failed: {e}")
print("FAIL")
return
# Test 7: active property is read-write
try:
active_timer = mcrfpy.Timer("active_test", callback3, 1000)
assert active_timer.active == True, "New timer should be active"
active_timer.active = False # Should pause
assert active_timer.paused == True, "Timer should be paused after active=False"
active_timer.active = True # Should resume
assert active_timer.active == True, "Timer should be active after active=True"
active_timer.stop()
active_timer.active = True # Should restart from stopped
assert active_timer.active == True, "Timer should restart from stopped via active=True"
active_timer.stop()
print("✓ active property is read-write")
except Exception as e:
print(f"✗ active property test failed: {e}")
print("FAIL")
return
print("\nAll Timer API tests passed")
print("PASS")
# Run the test
test_timers()
# Exit cleanly
sys.exit(0)
sys.exit(0)

View file

@ -5,7 +5,7 @@ import sys
import os
import json
def run_test(runtime):
def run_test(timer, runtime):
"""Timer callback to test benchmark logging"""
# Stop the benchmark and get filename
try:
@ -132,4 +132,4 @@ test = mcrfpy.Scene("test")
test.activate()
# Schedule test completion after ~100ms (to capture some frames)
mcrfpy.setTimer("test", run_test, 100)
test_timer = mcrfpy.Timer("test", run_test, 100, once=True)

View file

@ -68,13 +68,13 @@ print("\nTest 7: Path after potential sync")
path4 = grid.compute_astar_path(0, 0, 5, 5)
print(f" A* path: {path4}")
def timer_cb(dt):
def timer_cb(timer, runtime):
sys.exit(0)
# Quick UI setup
ui = debug.children
ui.append(grid)
debug.activate()
mcrfpy.setTimer("exit", timer_cb, 100)
exit_timer = mcrfpy.Timer("exit", timer_cb, 100, once=True)
print("\nStarting timer...")

View file

@ -404,48 +404,50 @@ screenshots = [
("combined_example", "ui_combined_example.png")
]
def take_screenshots(runtime):
def take_screenshots(timer, runtime):
"""Timer callback to take screenshots sequentially"""
global current_screenshot
if current_screenshot >= len(screenshots):
print("\nAll screenshots captured successfully!")
print(f"Screenshots saved to: {output_dir}/")
mcrfpy.exit()
return
scene_name, filename = screenshots[current_screenshot]
# Switch to the scene
mcrfpy.current_scene = scene_name
# Take screenshot after a short delay to ensure rendering
def capture():
def capture(t, r):
global current_screenshot
full_path = f"{output_dir}/{filename}"
result = automation.screenshot(full_path)
print(f"Screenshot {current_screenshot + 1}/{len(screenshots)}: {filename} - {'Success' if result else 'Failed'}")
current_screenshot += 1
# Schedule next screenshot
mcrfpy.setTimer("next_screenshot", take_screenshots, 200)
global next_screenshot_timer
next_screenshot_timer = mcrfpy.Timer("next_screenshot", take_screenshots, 200, once=True)
# Give scene time to render
mcrfpy.setTimer("capture", lambda r: capture(), 100)
global capture_timer
capture_timer = mcrfpy.Timer("capture", capture, 100, once=True)
# Start with the first scene
caption_example.activate()
# Start the screenshot process
print(f"\nStarting screenshot capture of {len(screenshots)} scenes...")
mcrfpy.setTimer("start", take_screenshots, 500)
start_timer = mcrfpy.Timer("start", take_screenshots, 500, once=True)
# Safety timeout
def safety_exit(runtime):
def safety_exit(timer, runtime):
print("\nERROR: Safety timeout reached! Exiting...")
mcrfpy.exit()
mcrfpy.setTimer("safety", safety_exit, 30000)
safety_timer = mcrfpy.Timer("safety", safety_exit, 30000, once=True)
print("Setup complete. Game loop starting...")

View file

@ -5,13 +5,13 @@ import mcrfpy
from mcrfpy import automation
import sys
def capture_grid(runtime):
def capture_grid(timer, runtime):
"""Capture grid example after render loop starts"""
# Take screenshot
automation.screenshot("mcrogueface.github.io/images/ui_grid_example.png")
print("Grid screenshot saved!")
# Exit after capturing
sys.exit(0)
@ -112,4 +112,4 @@ ui.append(info)
grid.activate()
# Set timer to capture after rendering starts
mcrfpy.setTimer("capture", capture_grid, 100)
capture_timer = mcrfpy.Timer("capture", capture_grid, 100, once=True)

View file

@ -5,13 +5,13 @@ import mcrfpy
from mcrfpy import automation
import sys
def capture_sprites(runtime):
def capture_sprites(timer, runtime):
"""Capture sprite examples after render loop starts"""
# Take screenshot
automation.screenshot("mcrogueface.github.io/images/ui_sprite_example.png")
print("Sprite screenshot saved!")
# Exit after capturing
sys.exit(0)
@ -157,4 +157,4 @@ ui.append(scale_label)
sprites.activate()
# Set timer to capture after rendering starts
mcrfpy.setTimer("capture", capture_sprites, 100)
capture_timer = mcrfpy.Timer("capture", capture_sprites, 100, once=True)

View file

@ -3,7 +3,7 @@
Test for keypressScene() validation - should reject non-callable arguments
"""
def test_keypress_validation(timer_name):
def test_keypress_validation(timer, runtime):
"""Test that keypressScene validates its argument is callable"""
import mcrfpy
import sys
@ -90,4 +90,4 @@ def test_keypress_validation(timer_name):
# Execute the test after a short delay
import mcrfpy
mcrfpy.setTimer("test", test_keypress_validation, 100)
test_timer = mcrfpy.Timer("test", test_keypress_validation, 100, once=True)

View file

@ -6,17 +6,17 @@ from mcrfpy import automation
import sys
import time
def take_screenshot(runtime):
def take_screenshot(timer, runtime):
"""Take screenshot after render starts"""
print(f"Timer callback fired at runtime: {runtime}")
# Try different paths
paths = [
"test_screenshot.png",
"./test_screenshot.png",
"./test_screenshot.png",
"mcrogueface.github.io/images/test_screenshot.png"
]
for path in paths:
try:
print(f"Trying to save to: {path}")
@ -24,7 +24,7 @@ def take_screenshot(runtime):
print(f"Success: {path}")
except Exception as e:
print(f"Failed {path}: {e}")
sys.exit(0)
# Create minimal scene
@ -41,5 +41,5 @@ test.activate()
# Use timer to ensure rendering has started
print("Setting timer...")
mcrfpy.setTimer("screenshot", take_screenshot, 500) # Wait 0.5 seconds
print("Timer set, entering game loop...")
mcrfpy.Timer("screenshot", take_screenshot, 500, once=True) # Wait 0.5 seconds
print("Timer set, entering game loop...")

View file

@ -6,18 +6,18 @@ from mcrfpy import automation
# Counter to track timer calls
call_count = 0
def take_screenshot_and_exit():
def take_screenshot_and_exit(timer, runtime):
"""Timer callback that takes screenshot then exits"""
global call_count
call_count += 1
print(f"\nTimer callback fired! (call #{call_count})")
# Take screenshot
filename = f"timer_screenshot_test_{call_count}.png"
result = automation.screenshot(filename)
print(f"Screenshot result: {result} -> {filename}")
# Exit after first call
if call_count >= 1:
print("Exiting game...")
@ -35,6 +35,6 @@ frame = mcrfpy.Frame(pos=(100, 100), size=(200, 200),
ui.append(frame)
print("Setting timer to fire in 100ms...")
mcrfpy.setTimer("screenshot_timer", take_screenshot_and_exit, 100)
mcrfpy.Timer("screenshot_timer", take_screenshot_and_exit, 100, once=True)
print("Setup complete. Game loop starting...")
print("Setup complete. Game loop starting...")

View file

@ -6,6 +6,7 @@ import sys
# Global state to track callback
callback_count = 0
callback_demo = None # Will be set in setup_and_run
def my_callback(anim, target):
"""Simple callback that prints when animation completes"""
@ -16,47 +17,48 @@ def my_callback(anim, target):
def setup_and_run():
"""Set up scene and run animation with callback"""
global callback_demo
# Create scene
callback_demo = mcrfpy.Scene("callback_demo")
callback_demo.activate()
# Create a frame to animate
frame = mcrfpy.Frame((100, 100), (200, 200), fill_color=(255, 0, 0))
ui = callback_demo.children
ui.append(frame)
# Create animation with callback
print("Starting animation with callback...")
anim = mcrfpy.Animation("x", 400.0, 1.0, "easeInOutQuad", callback=my_callback)
anim.start(frame)
# Schedule check after animation should complete
mcrfpy.setTimer("check", check_result, 1500)
def check_result(runtime):
# Schedule check after animation should complete
mcrfpy.Timer("check", check_result, 1500, once=True)
def check_result(timer, runtime):
"""Check if callback fired correctly"""
global callback_count
global callback_count, callback_demo
if callback_count == 1:
print("SUCCESS: Callback fired exactly once!")
# Test 2: Animation without callback
print("\nTesting animation without callback...")
ui = callback_demo.children
frame = ui[0]
anim2 = mcrfpy.Animation("y", 300.0, 0.5, "linear")
anim2.start(frame)
mcrfpy.setTimer("final", final_check, 700)
mcrfpy.Timer("final", final_check, 700, once=True)
else:
print(f"FAIL: Expected 1 callback, got {callback_count}")
sys.exit(1)
def final_check(runtime):
def final_check(timer, runtime):
"""Final check - callback count should still be 1"""
global callback_count
if callback_count == 1:
print("SUCCESS: No unexpected callbacks fired!")
print("\nAnimation callback feature working correctly!")
@ -68,4 +70,4 @@ def final_check(runtime):
# Start the demo
print("Animation Callback Demo")
print("=" * 30)
setup_and_run()
setup_and_run()

View file

@ -35,35 +35,36 @@ class PathAnimator:
if self.current_index >= len(self.path):
# Path complete
self.animating = False
mcrfpy.delTimer(self.check_timer_name)
if hasattr(self, '_check_timer'):
self._check_timer.stop()
if self.on_complete:
self.on_complete()
return
# Get target position
target_x, target_y = self.path[self.current_index]
# Create animations
self.anim_x = mcrfpy.Animation("x", float(target_x), self.step_duration, "easeInOut")
self.anim_y = mcrfpy.Animation("y", float(target_y), self.step_duration, "easeInOut")
# Start animations
self.anim_x.start(self.entity)
self.anim_y.start(self.entity)
# Update visibility if entity has this method
if hasattr(self.entity, 'update_visibility'):
self.entity.update_visibility()
# Set timer to check completion
mcrfpy.setTimer(self.check_timer_name, self._check_completion, 50)
def _check_completion(self, dt):
self._check_timer = mcrfpy.Timer(self.check_timer_name, self._check_completion, 50)
def _check_completion(self, timer, runtime):
"""Check if current animation is complete"""
if hasattr(self.anim_x, 'is_complete') and self.anim_x.is_complete:
# Move to next step
self.current_index += 1
mcrfpy.delTimer(self.check_timer_name)
timer.stop()
self._animate_next_step()
# Create test scene
@ -165,7 +166,7 @@ def animate_both():
# Camera follow test
camera_follow = False
def update_camera(dt):
def update_camera(timer, runtime):
"""Update camera to follow player if enabled"""
if camera_follow and player_animator and player_animator.animating:
# Smooth camera follow
@ -205,7 +206,7 @@ chain_test.activate()
chain_test.on_key = handle_input
# Camera update timer
mcrfpy.setTimer("cam_update", update_camera, 100)
cam_update_timer = mcrfpy.Timer("cam_update", update_camera, 100)
print("Animation Chaining Test")
print("=======================")

View file

@ -38,25 +38,25 @@ class AnimationTracker:
# Track it
active_animations[self.name] = self
# Set timer to check completion
check_interval = 100 # ms
mcrfpy.setTimer(f"check_{self.name}", self._check_complete, check_interval)
self._check_timer = mcrfpy.Timer(f"check_{self.name}", self._check_complete, check_interval)
def _check_complete(self, dt):
def _check_complete(self, timer, runtime):
"""Check if animation is complete"""
if self.animation and hasattr(self.animation, 'is_complete') and self.animation.is_complete:
# Log completion
log_entry = f"COMPLETE: {self.name}"
animation_log.append(log_entry)
print(log_entry)
# Remove from active
if self.name in active_animations:
del active_animations[self.name]
# Stop checking
mcrfpy.delTimer(f"check_{self.name}")
timer.stop()
# Create test scene
anim_debug = mcrfpy.Scene("anim_debug")
@ -117,14 +117,15 @@ def test_rapid_fire():
# Start first animation
anim1 = AnimationTracker("rapid_1", entity, "x", 8.0, 2.0)
anim1.start()
# Start another after 500ms (before first completes)
def start_second(dt):
def start_second(timer, runtime):
anim2 = AnimationTracker("rapid_2", entity, "x", 12.0, 1.0)
anim2.start()
mcrfpy.delTimer("rapid_timer")
mcrfpy.setTimer("rapid_timer", start_second, 500)
timer.stop()
global rapid_timer
rapid_timer = mcrfpy.Timer("rapid_timer", start_second, 500, once=True)
def test_sequential():
"""Test proper sequential animations"""
@ -142,14 +143,14 @@ def test_sequential():
if index >= len(sequence):
print("Sequence complete!")
return
name, prop, value, duration = sequence[index]
anim = AnimationTracker(name, entity, prop, value, duration)
anim.start()
# Schedule next
delay = int(duration * 1000) + 100 # Add buffer
mcrfpy.setTimer(f"seq_timer_{index}", lambda dt: run_sequence(index + 1), delay)
mcrfpy.Timer(f"seq_timer_{index}", lambda t, r: run_sequence(index + 1), delay, once=True)
run_sequence()
@ -163,19 +164,20 @@ def test_conflicting():
anim1.start()
# After 1 second, start conflicting animation to x=2
def start_conflict(dt):
def start_conflict(timer, runtime):
print("Starting conflicting animation!")
anim2 = AnimationTracker("conflict_2", entity, "x", 2.0, 1.0)
anim2.start()
mcrfpy.delTimer("conflict_timer")
mcrfpy.setTimer("conflict_timer", start_conflict, 1000)
timer.stop()
global conflict_timer
conflict_timer = mcrfpy.Timer("conflict_timer", start_conflict, 1000, once=True)
# Update display
def update_display(dt):
def update_display(timer, runtime):
pos_display.text = f"Entity position: ({entity.x:.2f}, {entity.y:.2f})"
active_display.text = f"Active animations: {len(active_animations)}"
# Show active animation names
if active_animations:
names = ", ".join(active_animations.keys())
@ -217,7 +219,7 @@ def handle_input(key, state):
# Setup
anim_debug.activate()
anim_debug.on_key = handle_input
mcrfpy.setTimer("update", update_display, 100)
update_display_timer = mcrfpy.Timer("update", update_display, 100)
print("Animation Debug Tool")
print("====================")

View file

@ -210,7 +210,7 @@ def test_8_replace_completes_old():
test_result("Replace completes old animation", False, str(e))
def run_all_tests(runtime):
def run_all_tests(timer, runtime):
"""Run all property locking tests"""
print("\nRunning Animation Property Locking Tests...")
print("-" * 50)
@ -246,4 +246,4 @@ test = mcrfpy.Scene("test")
test.activate()
# Start tests after a brief delay to allow scene to initialize
mcrfpy.setTimer("start", run_all_tests, 100)
mcrfpy.Timer("start", run_all_tests, 100, once=True)

View file

@ -93,32 +93,32 @@ def test_3_complete_animation():
def test_4_multiple_animations_timer():
"""Test creating multiple animations in timer callback"""
success = False
def create_animations(runtime):
def create_animations(timer, runtime):
nonlocal success
try:
ui = test.children
frame = mcrfpy.Frame(pos=(200, 200), size=(100, 100))
ui.append(frame)
# Create multiple animations rapidly (this used to crash)
for i in range(10):
anim = mcrfpy.Animation("x", 300.0 + i * 10, 1000, "linear")
anim.start(frame)
success = True
except Exception as e:
print(f"Timer animation error: {e}")
finally:
mcrfpy.setTimer("exit", lambda t: None, 100)
mcrfpy.Timer("exit", lambda t, r: None, 100, once=True)
# Clear scene
ui = test.children
while len(ui) > 0:
ui.remove(len(ui) - 1)
mcrfpy.setTimer("test", create_animations, 50)
mcrfpy.setTimer("check", lambda t: test_result("Multiple animations in timer", success), 200)
mcrfpy.Timer("test", create_animations, 50, once=True)
mcrfpy.Timer("check", lambda t, r: test_result("Multiple animations in timer", success), 200, once=True)
def test_5_scene_cleanup():
"""Test that changing scenes cleans up animations"""
@ -168,38 +168,38 @@ def test_6_animation_after_clear():
except Exception as e:
test_result("Animation after UI clear", False, str(e))
def run_all_tests(runtime):
def run_all_tests(timer, runtime):
"""Run all RAII tests"""
print("\nRunning RAII Animation Tests...")
print("-" * 40)
test_1_basic_animation()
test_2_remove_animated_object()
test_3_complete_animation()
test_4_multiple_animations_timer()
test_5_scene_cleanup()
test_6_animation_after_clear()
# Schedule result summary
mcrfpy.setTimer("results", print_results, 500)
def print_results(runtime):
# Schedule result summary
mcrfpy.Timer("results", print_results, 500, once=True)
def print_results(timer, runtime):
"""Print test results"""
print("\n" + "=" * 40)
print(f"Tests passed: {tests_passed}")
print(f"Tests failed: {tests_failed}")
if tests_failed == 0:
print("\n All tests passed! RAII implementation is working correctly.")
print("\n+ All tests passed! RAII implementation is working correctly.")
else:
print(f"\n {tests_failed} tests failed.")
print(f"\nx {tests_failed} tests failed.")
print("\nFailed tests:")
for name, passed, details in test_results:
if not passed:
print(f" - {name}: {details}")
# Exit
mcrfpy.setTimer("exit", lambda t: sys.exit(0 if tests_failed == 0 else 1), 500)
mcrfpy.Timer("exit", lambda t, r: sys.exit(0 if tests_failed == 0 else 1), 500, once=True)
# Setup and run
test = mcrfpy.Scene("test")
@ -212,4 +212,4 @@ bg.fill_color = mcrfpy.Color(20, 20, 30)
ui.append(bg)
# Start tests
mcrfpy.setTimer("start", run_all_tests, 100)
start_timer = mcrfpy.Timer("start", run_all_tests, 100, once=True)

View file

@ -6,7 +6,7 @@ Test if the crash is related to removing animated objects
import mcrfpy
import sys
def clear_and_recreate(runtime):
def clear_and_recreate(timer, runtime):
"""Clear UI and recreate - mimics demo switching"""
print(f"\nTimer called at {runtime}")
@ -31,9 +31,10 @@ def clear_and_recreate(runtime):
anim.start(f)
print("New objects created and animated")
# Schedule exit
mcrfpy.setTimer("exit", lambda t: sys.exit(0), 2000)
global exit_timer
exit_timer = mcrfpy.Timer("exit", lambda t, r: sys.exit(0), 2000, once=True)
# Create initial scene
print("Creating scene...")
@ -60,6 +61,6 @@ for i in range(10):
print(f"Initial scene has {len(ui)} elements")
# Schedule the clear and recreate
mcrfpy.setTimer("switch", clear_and_recreate, 1000)
switch_timer = mcrfpy.Timer("switch", clear_and_recreate, 1000, once=True)
print("\nEntering game loop...")

View file

@ -114,7 +114,7 @@ print(" - Empty paths returned for blocked destinations")
print(" - Diagonal movement supported")
# Quick visual test
def visual_test(runtime):
def visual_test(timer, runtime):
print("\nVisual test timer fired")
sys.exit(0)
@ -125,6 +125,6 @@ grid.position = (50, 50)
grid.size = (400, 400)
astar_test.activate()
mcrfpy.setTimer("visual", visual_test, 100)
visual_test_timer = mcrfpy.Timer("visual", visual_test, 100, once=True)
print("\nStarting visual test...")

View file

@ -6,7 +6,7 @@ Test #94: Color helper methods - from_hex, to_hex, lerp
import mcrfpy
import sys
def test_color_helpers(runtime):
def test_color_helpers(timer, runtime):
"""Test Color helper methods"""
all_pass = True
@ -179,4 +179,4 @@ def test_color_helpers(runtime):
# Run test
test = mcrfpy.Scene("test")
mcrfpy.setTimer("test", test_color_helpers, 100)
test_timer = mcrfpy.Timer("test", test_color_helpers, 100, once=True)

View file

@ -183,7 +183,7 @@ def test_multi_target_scenario():
cell.tilesprite = 83 # S for safe
grid._color_layer.set(best_pos[0], best_pos[1], mcrfpy.Color(0, 255, 0))
def run_test(runtime):
def run_test(timer, runtime):
"""Timer callback to run tests after scene loads"""
test_basic_dijkstra()
test_libtcod_interface()
@ -221,7 +221,7 @@ title.fill_color = mcrfpy.Color(255, 255, 255)
ui.append(title)
# Set timer to run tests
mcrfpy.setTimer("test", run_test, 100)
test_timer = mcrfpy.Timer("test", run_test, 100, once=True)
# Show scene
dijkstra_test.activate()

View file

@ -20,7 +20,7 @@ def test_method_docs():
'createSoundBuffer', 'loadMusic', 'setMusicVolume', 'setSoundVolume',
'playSound', 'getMusicVolume', 'getSoundVolume', 'sceneUI',
'currentScene', 'setScene', 'createScene', 'keypressScene',
'setTimer', 'delTimer', 'exit', 'setScale', 'find', 'findAll',
'exit', 'setScale', 'find', 'findAll',
'getMetrics'
]
@ -40,7 +40,7 @@ def test_class_docs():
"""Test class documentation."""
print("=== Class Documentation ===")
classes = ['Frame', 'Caption', 'Sprite', 'Grid', 'Entity', 'Color', 'Vector', 'Texture', 'Font']
classes = ['Frame', 'Caption', 'Sprite', 'Grid', 'Entity', 'Color', 'Vector', 'Texture', 'Font', 'Timer']
for class_name in classes:
if hasattr(mcrfpy, class_name):
@ -80,12 +80,12 @@ def test_method_signatures():
else:
print("✗ setScene signature incorrect or missing")
if hasattr(mcrfpy, 'setTimer'):
doc = mcrfpy.setTimer.__doc__
if doc and 'setTimer(name: str, handler: callable, interval: int)' in doc:
print("✓ setTimer signature correct")
if hasattr(mcrfpy, 'Timer'):
doc = mcrfpy.Timer.__doc__
if doc and 'Timer' in doc:
print("+ Timer class documentation present")
else:
print("✗ setTimer signature incorrect or missing")
print("x Timer class documentation missing")
if hasattr(mcrfpy, 'find'):
doc = mcrfpy.find.__doc__

View file

@ -12,9 +12,9 @@ test.activate()
print("Scene created, no animations added")
print("Starting game loop in 100ms...")
def check_alive(runtime):
def check_alive(timer, runtime):
print(f"Timer fired at {runtime}ms - AnimationManager survived!")
mcrfpy.setTimer("exit", lambda t: mcrfpy.exit(), 100)
mcrfpy.Timer("exit", lambda t, r: mcrfpy.exit(), 100, once=True)
mcrfpy.setTimer("check", check_alive, 1000)
print("If this crashes immediately, AnimationManager has an issue with empty state")
mcrfpy.Timer("check", check_alive, 1000, once=True)
print("If this crashes immediately, AnimationManager has an issue with empty state")

View file

@ -77,10 +77,10 @@ current_waypoint = 0
animating = False
waypoints = [(5,5), (10,5), (10,10), (5,10), (5,5)]
def update_position_display(dt):
def update_position_display(timer, runtime):
"""Update position display every 200ms"""
pos_display.text = f"Entity Position: ({entity.x:.2f}, {entity.y:.2f})"
# Check if entity is at expected position
if animating and current_waypoint > 0:
target = waypoints[current_waypoint - 1]
@ -124,9 +124,10 @@ def animate_to_next_waypoint():
print(f"Started animations: x to {float(target_x)}, y to {float(target_y)}, duration: {duration}s")
current_waypoint += 1
# Schedule next waypoint
mcrfpy.setTimer("next_waypoint", lambda dt: animate_to_next_waypoint(), int(duration * 1000 + 100))
global next_waypoint_timer
next_waypoint_timer = mcrfpy.Timer("next_waypoint", lambda t, r: animate_to_next_waypoint(), int(duration * 1000 + 100), once=True)
def start_animation():
"""Start or restart the animation sequence"""
@ -186,7 +187,7 @@ test_anim.activate()
test_anim.on_key = handle_input
# Start position update timer
mcrfpy.setTimer("update_pos", update_position_display, 200)
update_pos_timer = mcrfpy.Timer("update_pos", update_position_display, 200)
# No perspective (omniscient view)
grid.perspective = -1

View file

@ -72,7 +72,7 @@ status.fill_color = mcrfpy.Color(200, 200, 200)
ui.append(status)
# Update display
def update_display(dt):
def update_display(timer, runtime):
pos_info.text = f"Entity Grid Position: ({entity.x:.2f}, {entity.y:.2f})"
# We can't access sprite position from Python, but in C++ it would show
# the issue: sprite position would be (2, 2) instead of pixel coords
@ -113,7 +113,7 @@ def handle_input(key, state):
# Setup
fix_demo.activate()
fix_demo.on_key = handle_input
mcrfpy.setTimer("update", update_display, 100)
update_timer = mcrfpy.Timer("update", update_display, 100)
print("Ready to demonstrate the issue.")
print()

View file

@ -8,9 +8,9 @@ import sys
# Module-level state to avoid closures
_test_state = {}
def take_second_screenshot(runtime):
def take_second_screenshot(timer, runtime):
"""Take final screenshot and exit"""
mcrfpy.delTimer("screenshot2")
timer.stop()
from mcrfpy import automation
automation.screenshot("frame_clipping_animated.png")
print("\nTest completed successfully!")
@ -19,20 +19,21 @@ def take_second_screenshot(runtime):
print(" - frame_clipping_animated.png (with animation)")
sys.exit(0)
def animate_frames(runtime):
def animate_frames(timer, runtime):
"""Animate frames to demonstrate clipping"""
mcrfpy.delTimer("animate")
timer.stop()
scene = test.children
# Move child frames
parent1 = scene[0]
parent2 = scene[1]
parent1.children[1].x = 50
parent2.children[1].x = 50
mcrfpy.setTimer("screenshot2", take_second_screenshot, 500)
global screenshot2_timer
screenshot2_timer = mcrfpy.Timer("screenshot2", take_second_screenshot, 500, once=True)
def test_clipping(runtime):
def test_clipping(timer, runtime):
"""Test that clip_children property works correctly"""
mcrfpy.delTimer("test_clipping")
timer.stop()
print("Testing UIFrame clipping functionality...")
@ -115,7 +116,8 @@ def test_clipping(runtime):
print(f"PASS: clip_children correctly rejected non-boolean: {e}")
# Start animation after a short delay
mcrfpy.setTimer("animate", animate_frames, 100)
global animate_timer
animate_timer = mcrfpy.Timer("animate", animate_frames, 100, once=True)
def handle_keypress(key, modifiers):
if key == "c":
@ -129,5 +131,5 @@ print("Creating test scene...")
test = mcrfpy.Scene("test")
test.activate()
test.on_key = handle_keypress
mcrfpy.setTimer("test_clipping", test_clipping, 100)
test_clipping_timer = mcrfpy.Timer("test_clipping", test_clipping, 100, once=True)
print("Test scheduled, running...")

View file

@ -5,9 +5,9 @@ import mcrfpy
from mcrfpy import Color, Frame, Caption, Vector
import sys
def test_nested_clipping(runtime):
def test_nested_clipping(timer, runtime):
"""Test nested frames with clipping"""
mcrfpy.delTimer("test_nested_clipping")
timer.stop()
print("Testing advanced UIFrame clipping with nested frames...")
@ -62,8 +62,8 @@ def test_nested_clipping(runtime):
print(f"Inner frame size: {inner.w}x{inner.h}")
# Dynamically resize frames to test RenderTexture recreation
def resize_test(runtime):
mcrfpy.delTimer("resize_test")
def resize_test(timer, runtime):
timer.stop()
print("Resizing frames to test RenderTexture recreation...")
outer.w = 450
outer.h = 350
@ -71,12 +71,13 @@ def test_nested_clipping(runtime):
inner.h = 250
print(f"New outer frame size: {outer.w}x{outer.h}")
print(f"New inner frame size: {inner.w}x{inner.h}")
# Take screenshot after resize
mcrfpy.setTimer("screenshot_resize", take_resize_screenshot, 500)
def take_resize_screenshot(runtime):
mcrfpy.delTimer("screenshot_resize")
global screenshot_resize_timer
screenshot_resize_timer = mcrfpy.Timer("screenshot_resize", take_resize_screenshot, 500, once=True)
def take_resize_screenshot(timer, runtime):
timer.stop()
from mcrfpy import automation
automation.screenshot("frame_clipping_resized.png")
print("\nAdvanced test completed!")
@ -88,9 +89,10 @@ def test_nested_clipping(runtime):
from mcrfpy import automation
automation.screenshot("frame_clipping_nested.png")
print("Initial screenshot saved: frame_clipping_nested.png")
# Schedule resize test
mcrfpy.setTimer("resize_test", resize_test, 1000)
global resize_test_timer
resize_test_timer = mcrfpy.Timer("resize_test", resize_test, 1000, once=True)
# Main execution
print("Creating advanced test scene...")
@ -98,6 +100,6 @@ test = mcrfpy.Scene("test")
test.activate()
# Schedule the test
mcrfpy.setTimer("test_nested_clipping", test_nested_clipping, 100)
test_nested_clipping_timer = mcrfpy.Timer("test_nested_clipping", test_nested_clipping, 100, once=True)
print("Advanced test scheduled, running...")

View file

@ -42,25 +42,25 @@ def test_grid_background():
# Activate the scene
test.activate()
def run_tests(dt):
def run_tests(timer, runtime):
"""Run background color tests"""
mcrfpy.delTimer("run_tests")
timer.stop()
print("\nTest 1: Default background color")
default_color = grid.background_color
print(f"Default: R={default_color.r}, G={default_color.g}, B={default_color.b}, A={default_color.a}")
color_display.text = f"R:{default_color.r} G:{default_color.g} B:{default_color.b}"
def test_set_color(dt):
mcrfpy.delTimer("test_set")
def test_set_color(timer, runtime):
timer.stop()
print("\nTest 2: Set background to blue")
grid.background_color = mcrfpy.Color(20, 40, 100)
new_color = grid.background_color
print(f" Set to: R={new_color.r}, G={new_color.g}, B={new_color.b}")
print(f"+ Set to: R={new_color.r}, G={new_color.g}, B={new_color.b}")
color_display.text = f"R:{new_color.r} G:{new_color.g} B:{new_color.b}"
def test_animation(dt):
mcrfpy.delTimer("test_anim")
def test_animation(timer, runtime):
timer.stop()
print("\nTest 3: Manual color cycling")
# Manually change color to test property is working
colors = [
@ -68,55 +68,55 @@ def test_grid_background():
mcrfpy.Color(20, 200, 20), # Green
mcrfpy.Color(20, 20, 200), # Blue
]
color_index = [0] # Use list to allow modification in nested function
def cycle_red(dt):
mcrfpy.delTimer("cycle_0")
def cycle_red(t, r):
t.stop()
grid.background_color = colors[0]
c = grid.background_color
color_display.text = f"R:{c.r} G:{c.g} B:{c.b}"
print(f" Set to Red: R={c.r}, G={c.g}, B={c.b}")
def cycle_green(dt):
mcrfpy.delTimer("cycle_1")
print(f"+ Set to Red: R={c.r}, G={c.g}, B={c.b}")
def cycle_green(t, r):
t.stop()
grid.background_color = colors[1]
c = grid.background_color
color_display.text = f"R:{c.r} G:{c.g} B:{c.b}"
print(f" Set to Green: R={c.r}, G={c.g}, B={c.b}")
def cycle_blue(dt):
mcrfpy.delTimer("cycle_2")
print(f"+ Set to Green: R={c.r}, G={c.g}, B={c.b}")
def cycle_blue(t, r):
t.stop()
grid.background_color = colors[2]
c = grid.background_color
color_display.text = f"R:{c.r} G:{c.g} B:{c.b}"
print(f" Set to Blue: R={c.r}, G={c.g}, B={c.b}")
print(f"+ Set to Blue: R={c.r}, G={c.g}, B={c.b}")
# Cycle through colors
mcrfpy.setTimer("cycle_0", cycle_red, 100)
mcrfpy.setTimer("cycle_1", cycle_green, 400)
mcrfpy.setTimer("cycle_2", cycle_blue, 700)
def test_complete(dt):
mcrfpy.delTimer("complete")
mcrfpy.Timer("cycle_0", cycle_red, 100, once=True)
mcrfpy.Timer("cycle_1", cycle_green, 400, once=True)
mcrfpy.Timer("cycle_2", cycle_blue, 700, once=True)
def test_complete(timer, runtime):
timer.stop()
print("\nTest 4: Final color check")
final_color = grid.background_color
print(f"Final: R={final_color.r}, G={final_color.g}, B={final_color.b}")
print("\n Grid background color tests completed!")
print("\n+ Grid background color tests completed!")
print("- Default background color works")
print("- Setting background color works")
print("- Color cycling works")
sys.exit(0)
# Schedule tests
mcrfpy.setTimer("test_set", test_set_color, 1000)
mcrfpy.setTimer("test_anim", test_animation, 2000)
mcrfpy.setTimer("complete", test_complete, 4500)
mcrfpy.Timer("test_set", test_set_color, 1000, once=True)
mcrfpy.Timer("test_anim", test_animation, 2000, once=True)
mcrfpy.Timer("complete", test_complete, 4500, once=True)
# Start tests
mcrfpy.setTimer("run_tests", run_tests, 100)
mcrfpy.Timer("run_tests", run_tests, 100, once=True)
if __name__ == "__main__":
test_grid_background()

View file

@ -68,9 +68,7 @@ def test_cell_hover():
automation.moveTo(150, 150)
automation.moveTo(200, 200)
def check_hover(runtime):
mcrfpy.delTimer("check_hover")
def check_hover(timer, runtime):
print(f" Enter events: {len(enter_events)}, Exit events: {len(exit_events)}")
print(f" Hovered cell: {grid.hovered_cell}")
@ -82,7 +80,7 @@ def test_cell_hover():
# Continue to click test
test_cell_click()
mcrfpy.setTimer("check_hover", check_hover, 200)
mcrfpy.Timer("check_hover", check_hover, 200, once=True)
def test_cell_click():
@ -105,9 +103,7 @@ def test_cell_click():
automation.click(200, 200)
def check_click(runtime):
mcrfpy.delTimer("check_click")
def check_click(timer, runtime):
print(f" Click events: {len(click_events)}")
if len(click_events) >= 1:
@ -118,7 +114,7 @@ def test_cell_click():
print("\n=== All grid cell event tests passed! ===")
sys.exit(0)
mcrfpy.setTimer("check_click", check_click, 200)
mcrfpy.Timer("check_click", check_click, 200, once=True)
if __name__ == "__main__":

View file

@ -4,18 +4,18 @@ import mcrfpy
from mcrfpy import automation
import sys
def take_screenshot(runtime):
def take_screenshot(timer, runtime):
"""Take screenshot after render completes"""
mcrfpy.delTimer("screenshot")
timer.stop()
automation.screenshot("test_grid_children_result.png")
print("Screenshot saved to test_grid_children_result.png")
print("PASS - Grid.children test completed")
sys.exit(0)
def run_test(runtime):
def run_test(timer, runtime):
"""Main test - runs after scene is set up"""
mcrfpy.delTimer("test")
timer.stop()
# Get the scene UI
ui = test.children
@ -119,11 +119,11 @@ def run_test(runtime):
print(f"\nFinal children count: {len(grid.children)}")
# Schedule screenshot for next frame
mcrfpy.setTimer("screenshot", take_screenshot, 100)
mcrfpy.Timer("screenshot", take_screenshot, 100, once=True)
# Create a test scene
test = mcrfpy.Scene("test")
test.activate()
# Schedule test to run after game loop starts
mcrfpy.setTimer("test", run_test, 50)
mcrfpy.Timer("test", run_test, 50, once=True)

View file

@ -36,9 +36,7 @@ def test_headless_click():
automation.click(150, 150)
# Give time for events to process
def check_results(runtime):
mcrfpy.delTimer("check_click") # Clean up timer
def check_results(timer, runtime):
if len(start_clicks) >= 1:
print(f" - Click received: {len(start_clicks)} click(s)")
# Verify position
@ -53,7 +51,7 @@ def test_headless_click():
print(f" - No clicks received: FAIL")
sys.exit(1)
mcrfpy.setTimer("check_click", check_results, 200)
mcrfpy.Timer("check_click", check_results, 200, once=True)
def test_click_miss():
@ -84,9 +82,7 @@ def test_click_miss():
print(" Clicking outside frame at (50, 50)...")
automation.click(50, 50)
def check_miss_results(runtime):
mcrfpy.delTimer("check_miss") # Clean up timer
def check_miss_results(timer, runtime):
if miss_count[0] == 0:
print(" - No click on miss: PASS")
# Now run the main click test
@ -95,7 +91,7 @@ def test_click_miss():
print(f" - Unexpected {miss_count[0]} click(s): FAIL")
sys.exit(1)
mcrfpy.setTimer("check_miss", check_miss_results, 200)
mcrfpy.Timer("check_miss", check_miss_results, 200, once=True)
def test_position_tracking():

View file

@ -15,12 +15,12 @@ frame = mcrfpy.Frame(pos=(100, 100), size=(200, 200))
frame.fill_color = mcrfpy.Color(255, 100, 100, 255)
ui.append(frame)
def test_mode(runtime):
def test_mode(timer, runtime):
try:
# Try to take a screenshot - this should work in both modes
automation.screenshot("test_screenshot.png")
print("PASS: Screenshot capability available")
# Check if we can interact with the window
try:
# In headless mode, this should still work but via the headless renderer
@ -28,12 +28,12 @@ def test_mode(runtime):
print("PASS: Click automation available")
except Exception as e:
print(f"Click failed: {e}")
except Exception as e:
print(f"Screenshot failed: {e}")
print("Test complete")
sys.exit(0)
# Run test after render loop starts
mcrfpy.setTimer("test", test_mode, 100)
test_timer = mcrfpy.Timer("test", test_mode, 100, once=True)

View file

@ -22,8 +22,8 @@ ui.append(caption)
print("Script started. Window should appear unless --headless was specified.")
# Exit after 2 seconds
def exit_test(runtime):
def exit_test(timer, runtime):
print("Test complete. Exiting.")
sys.exit(0)
mcrfpy.setTimer("exit", exit_test, 2000)
exit_timer = mcrfpy.Timer("exit", exit_test, 2000, once=True)

View file

@ -5,13 +5,17 @@ import mcrfpy
import sys
import time
def test_metrics(runtime):
# Track success across callbacks
success = True
def test_metrics(timer, runtime):
"""Test the metrics after timer starts"""
global success
print("\nRunning metrics test...")
# Get metrics
metrics = mcrfpy.getMetrics()
print("\nPerformance Metrics:")
print(f" Frame Time: {metrics['frame_time']:.2f} ms")
print(f" Avg Frame Time: {metrics['avg_frame_time']:.2f} ms")
@ -21,17 +25,16 @@ def test_metrics(runtime):
print(f" Visible Elements: {metrics['visible_elements']}")
print(f" Current Frame: {metrics['current_frame']}")
print(f" Runtime: {metrics['runtime']:.2f} seconds")
# Test that metrics are reasonable
success = True
# Frame time should be positive
if metrics['frame_time'] <= 0:
print(" FAIL: Frame time should be positive")
success = False
else:
print(" PASS: Frame time is positive")
# FPS should be reasonable (between 1 and 20000 in headless mode)
# In headless mode, FPS can be very high since there's no vsync
if metrics['fps'] < 1 or metrics['fps'] > 20000:
@ -39,72 +42,76 @@ def test_metrics(runtime):
success = False
else:
print(f" PASS: FPS {metrics['fps']} is reasonable")
# UI elements count (may be 0 if scene hasn't rendered yet)
if metrics['ui_elements'] < 0:
print(f" FAIL: UI elements count {metrics['ui_elements']} is negative")
success = False
else:
print(f" PASS: UI element count {metrics['ui_elements']} is valid")
# Visible elements should be <= total elements
if metrics['visible_elements'] > metrics['ui_elements']:
print(" FAIL: Visible elements > total elements")
success = False
else:
print(" PASS: Visible element count is valid")
# Current frame should be > 0
if metrics['current_frame'] <= 0:
print(" FAIL: Current frame should be > 0")
success = False
else:
print(" PASS: Current frame is positive")
# Runtime should be > 0
if metrics['runtime'] <= 0:
print(" FAIL: Runtime should be > 0")
success = False
else:
print(" PASS: Runtime is positive")
# Test metrics update over multiple frames
print("\n\nTesting metrics over multiple frames...")
# Store initial metrics for comparison
initial_frame = metrics['current_frame']
initial_runtime = metrics['runtime']
# Schedule another check after 100ms
def check_later(runtime2):
def check_later(timer2, runtime2):
global success
metrics2 = mcrfpy.getMetrics()
print(f"\nMetrics after 100ms:")
print(f" Frame Time: {metrics2['frame_time']:.2f} ms")
print(f" Avg Frame Time: {metrics2['avg_frame_time']:.2f} ms")
print(f" FPS: {metrics2['fps']}")
print(f" Current Frame: {metrics2['current_frame']}")
# Frame count should have increased
if metrics2['current_frame'] > metrics['current_frame']:
if metrics2['current_frame'] > initial_frame:
print(" PASS: Frame count increased")
else:
print(" FAIL: Frame count did not increase")
nonlocal success
success = False
# Runtime should have increased
if metrics2['runtime'] > metrics['runtime']:
if metrics2['runtime'] > initial_runtime:
print(" PASS: Runtime increased")
else:
print(" FAIL: Runtime did not increase")
success = False
print("\n" + "="*50)
if success:
print("ALL METRICS TESTS PASSED!")
else:
print("SOME METRICS TESTS FAILED!")
sys.exit(0 if success else 1)
mcrfpy.setTimer("check_later", check_later, 100)
mcrfpy.Timer("check_later", check_later, 100, once=True)
# Set up test scene
print("Setting up metrics test scene...")
@ -136,4 +143,4 @@ ui.append(grid)
print(f"Created {len(ui)} UI elements (1 invisible)")
# Schedule test to run after render loop starts
mcrfpy.setTimer("test", test_metrics, 50)
mcrfpy.Timer("test", test_metrics, 50, once=True)

View file

@ -153,7 +153,7 @@ def test_enter_exit_simulation():
automation.moveTo(50, 50)
# Give time for callbacks to execute
def check_results(runtime):
def check_results(timer, runtime):
global enter_count, exit_count
if enter_count >= 1 and exit_count >= 1:
@ -166,7 +166,7 @@ def test_enter_exit_simulation():
print("\n=== Basic Mouse Enter/Exit tests passed! ===")
sys.exit(0)
mcrfpy.setTimer("check", check_results, 200)
mcrfpy.Timer("check", check_results, 200, once=True)
def run_basic_tests():

View file

@ -7,7 +7,7 @@ This verifies the fix for requiring arguments even with safe default constructor
import mcrfpy
import sys
def test_ui_constructors(runtime):
def test_ui_constructors(timer, runtime):
"""Test that UI classes can be instantiated without arguments"""
print("Testing UI class instantiation without arguments...")
@ -88,4 +88,4 @@ def test_ui_constructors(runtime):
test = mcrfpy.Scene("test")
# Schedule the test to run after game initialization
mcrfpy.setTimer("test", test_ui_constructors, 100)
test_timer = mcrfpy.Timer("test", test_ui_constructors, 100, once=True)

View file

@ -57,9 +57,7 @@ def test_on_move_fires():
automation.moveTo(200, 200)
automation.moveTo(250, 250)
def check_results(runtime):
mcrfpy.delTimer("check_move")
def check_results(timer, runtime):
if move_count[0] >= 2:
print(f" - on_move fired {move_count[0]} times: PASS")
print(f" Positions: {positions[:5]}...")
@ -71,7 +69,7 @@ def test_on_move_fires():
print("\n=== on_move basic tests passed! ===")
sys.exit(0)
mcrfpy.setTimer("check_move", check_results, 200)
mcrfpy.Timer("check_move", check_results, 200, once=True)
def test_on_move_not_outside():
@ -99,9 +97,7 @@ def test_on_move_not_outside():
automation.moveTo(60, 60)
automation.moveTo(70, 70)
def check_results(runtime):
mcrfpy.delTimer("check_outside")
def check_results(timer, runtime):
if move_count[0] == 0:
print(" - No on_move outside bounds: PASS")
# Chain to the firing test
@ -110,7 +106,7 @@ def test_on_move_not_outside():
print(f" - Unexpected {move_count[0]} move(s) outside bounds: FAIL")
sys.exit(1)
mcrfpy.setTimer("check_outside", check_results, 200)
mcrfpy.Timer("check_outside", check_results, 200, once=True)
def test_all_types_have_on_move():

View file

@ -63,7 +63,7 @@ for y in range(5):
print("\nIf colors are changing in data but not visually, it may be a rendering issue.")
# Quick visual test
def check_visual(runtime):
def check_visual(timer, runtime):
print("\nTimer fired - checking if scene is rendering...")
# Take screenshot to see actual rendering
try:
@ -81,6 +81,6 @@ grid.position = (50, 50)
grid.size = (250, 250)
test.activate()
mcrfpy.setTimer("check", check_visual, 500)
check_timer = mcrfpy.Timer("check", check_visual, 500, once=True)
print("\nStarting render test...")

View file

@ -48,11 +48,11 @@ print("\n✓ Pathfinding integration working correctly!")
print("Enhanced demos are ready for interactive use.")
# Quick animation test
def test_timer(dt):
print(f"Timer callback received: dt={dt}ms")
def test_timer(timer, runtime):
print(f"Timer callback received: runtime={runtime}ms")
sys.exit(0)
# Set a quick timer to test animation system
mcrfpy.setTimer("test", test_timer, 100)
timer = mcrfpy.Timer("test", test_timer, 100, once=True)
print("\nTesting timer system for animations...")

View file

@ -3,8 +3,8 @@
import mcrfpy
import sys
def test_properties(runtime):
mcrfpy.delTimer("test_properties")
def test_properties(timer, runtime):
timer.stop()
print("\n=== Testing Properties ===")
@ -54,4 +54,4 @@ def test_properties(runtime):
sys.exit(0)
test = mcrfpy.Scene("test")
mcrfpy.setTimer("test_properties", test_properties, 100)
test_properties_timer = mcrfpy.Timer("test_properties", test_properties, 100, once=True)

View file

@ -21,7 +21,7 @@ def test(condition, message):
test_results.append(f"{message}")
test_passed = False
def run_tests(runtime):
def run_tests(timer, runtime):
"""Timer callback to run tests after game loop starts"""
global test_passed
@ -146,6 +146,6 @@ test_scene = mcrfpy.Scene("test_scene")
test_scene.activate()
# Schedule tests to run after game loop starts
mcrfpy.setTimer("test", run_tests, 100)
test_timer = mcrfpy.Timer("test", run_tests, 100, once=True)
print("Python object cache test initialized. Running tests...")

View file

@ -186,7 +186,7 @@ for s in (red_scene, blue_scene, green_scene, menu_scene):
# Option to run automatic test
if len(sys.argv) > 1 and sys.argv[1] == "--auto":
mcrfpy.setTimer("auto_test", test_automatic_transitions, 1000)
mcrfpy.Timer("auto_test", lambda t, r: test_automatic_transitions(r), 1000, once=True)
else:
print("\nManual test mode. Use keyboard controls shown on screen.")
print("Run with --auto flag for automatic transition demo.")

View file

@ -7,8 +7,8 @@ def cb(a, t):
print("CB")
test = mcrfpy.Scene("test")
test.activate()
test.activate()
e = mcrfpy.Entity((0, 0), texture=None, sprite_index=0)
a = mcrfpy.Animation("x", 1.0, 0.1, "linear", callback=cb)
a.start(e)
mcrfpy.setTimer("exit", lambda r: sys.exit(0), 200)
mcrfpy.Timer("exit", lambda t, r: sys.exit(0), 200, once=True)

View file

@ -3,8 +3,8 @@
import mcrfpy
import sys
def simple_test(runtime):
mcrfpy.delTimer("simple_test")
def simple_test(timer, runtime):
timer.stop()
try:
# Test basic functionality
@ -27,4 +27,4 @@ def simple_test(runtime):
sys.exit(0)
test = mcrfpy.Scene("test")
mcrfpy.setTimer("simple_test", simple_test, 100)
simple_test_timer = mcrfpy.Timer("simple_test", simple_test, 100, once=True)

View file

@ -63,13 +63,13 @@ def run_tests():
print("Test 5: Timer fires after step() advances past interval")
timer_fired = [False] # Use list for mutable closure
def on_timer(runtime):
"""Timer callback - receives runtime in ms"""
def on_timer(timer, runtime):
"""Timer callback - receives timer object and runtime in ms"""
timer_fired[0] = True
print(f" Timer fired at simulation time={runtime}ms")
# Set a timer for 500ms
mcrfpy.setTimer("test_timer", on_timer, 500)
test_timer = mcrfpy.Timer("test_timer", on_timer, 500)
# Step 600ms - timer should fire (500ms interval + some buffer)
dt = mcrfpy.step(0.6)
@ -88,7 +88,7 @@ def run_tests():
print(" Skipping timer test in windowed mode")
# Clean up
mcrfpy.delTimer("test_timer")
test_timer.stop()
print()
# Test 6: Error handling - invalid argument type

View file

@ -16,7 +16,7 @@ def create_demo():
# Create scene
text_demo = mcrfpy.Scene("text_demo")
scene = text_demo.children
# Background
bg = mcrfpy.Frame(pos=(0, 0), size=(800, 600))
bg.fill_color = mcrfpy.Color(40, 40, 40, 255)
@ -26,55 +26,55 @@ def create_demo():
title = mcrfpy.Caption(pos=(20, 20), text="Text Input Widget Demo")
title.fill_color = mcrfpy.Color(255, 255, 255, 255)
scene.append(title)
# Focus manager
focus_mgr = FocusManager()
# Create inputs
inputs = []
# Name input
name_input = TextInput(50, 100, 300, label="Name:", placeholder="Enter your name")
name_input._focus_manager = focus_mgr
focus_mgr.register(name_input)
name_input.add_to_scene(scene)
inputs.append(name_input)
# Email input
email_input = TextInput(50, 160, 300, label="Email:", placeholder="user@example.com")
email_input._focus_manager = focus_mgr
focus_mgr.register(email_input)
email_input.add_to_scene(scene)
inputs.append(email_input)
# Tags input
tags_input = TextInput(50, 220, 400, label="Tags:", placeholder="comma, separated, tags")
tags_input._focus_manager = focus_mgr
focus_mgr.register(tags_input)
tags_input.add_to_scene(scene)
inputs.append(tags_input)
# Comment input
comment_input = TextInput(50, 280, 500, height=30, label="Comment:", placeholder="Add a comment...")
comment_input._focus_manager = focus_mgr
focus_mgr.register(comment_input)
comment_input.add_to_scene(scene)
inputs.append(comment_input)
# Status display
status = mcrfpy.Caption(pos=(50, 360), text="Ready for input...")
status.fill_color = mcrfpy.Color(150, 255, 150, 255)
scene.append(status)
# Update handler
def update_status(text=None):
values = [inp.get_text() for inp in inputs]
status.text = f"Data: {values[0]} | {values[1]} | {values[2]} | {values[3]}"
# Set change handlers
for inp in inputs:
inp.on_change = update_status
# Keyboard handler
def handle_keys(scene_name, key):
if not focus_mgr.handle_key(key):
@ -85,12 +85,12 @@ def create_demo():
for i, inp in enumerate(inputs):
print(f" Field {i+1}: '{inp.get_text()}'")
sys.exit(0)
text_demo.on_key = "text_demo", handle_keys
text_demo.activate()
# Run demo test
def run_test(timer_name):
def run_test(timer, runtime):
print("\n=== Text Input Widget Test ===")
print("Features:")
print("- Click to focus fields")
@ -102,9 +102,9 @@ def create_demo():
print("- Visual focus indication")
print("- Press Escape to exit")
print("\nTry it out!")
mcrfpy.setTimer("info", run_test, 100)
info_timer = mcrfpy.Timer("info", run_test, 100, once=True)
if __name__ == "__main__":
create_demo()
create_demo()

View file

@ -1,34 +1,27 @@
#!/usr/bin/env python3
"""
Test timer callback arguments
Test timer callback arguments with new Timer API (#173)
"""
import mcrfpy
import sys
call_count = 0
def old_style_callback(arg):
"""Old style callback - should receive just runtime"""
def new_style_callback(timer, runtime):
"""New style callback - receives timer object and runtime"""
global call_count
call_count += 1
print(f"Old style callback called with: {arg} (type: {type(arg)})")
print(f"Callback called with: timer={timer} (type: {type(timer)}), runtime={runtime} (type: {type(runtime)})")
if hasattr(timer, 'once'):
print(f"Got Timer object! once={timer.once}")
if call_count >= 2:
print("PASS")
sys.exit(0)
def new_style_callback(arg1, arg2=None):
"""New style callback - should receive timer object and runtime"""
print(f"New style callback called with: arg1={arg1} (type: {type(arg1)}), arg2={arg2} (type: {type(arg2) if arg2 else 'None'})")
if hasattr(arg1, 'once'):
print(f"Got Timer object! once={arg1.once}")
sys.exit(0)
# Set up the scene
test_scene = mcrfpy.Scene("test_scene")
test_scene = mcrfpy.Scene("test_scene")
test_scene.activate()
print("Testing old style timer with setTimer...")
mcrfpy.setTimer("old_timer", old_style_callback, 100)
print("\nTesting new style timer with Timer object...")
timer = mcrfpy.Timer("new_timer", new_style_callback, 200)
print(f"Timer created: {timer}")
print("Testing new Timer callback signature (timer, runtime)...")
timer = mcrfpy.Timer("test_timer", new_style_callback, 100)
print(f"Timer created: {timer}")

View file

@ -1,26 +1,28 @@
#!/usr/bin/env python3
"""
Test legacy timer API still works
Test Timer API works correctly (#173)
Replaces old legacy setTimer test
"""
import mcrfpy
import sys
count = 0
def timer_callback(runtime):
def timer_callback(timer, runtime):
global count
count += 1
print(f"Timer fired! Count: {count}, Runtime: {runtime}")
if count >= 3:
print("Test passed - timer fired 3 times")
print("PASS")
sys.exit(0)
# Set up the scene
test_scene = mcrfpy.Scene("test_scene")
test_scene.activate()
# Create a timer the old way
mcrfpy.setTimer("test_timer", timer_callback, 100)
# Create a timer with new API
timer = mcrfpy.Timer("test_timer", timer_callback, 100)
print("Legacy timer test starting...")
print("Timer test starting...")

View file

@ -1,6 +1,7 @@
#!/usr/bin/env python3
"""
Test the new mcrfpy.Timer object with pause/resume/cancel functionality
Test the new mcrfpy.Timer object with pause/resume/stop functionality
Updated for new Timer API (#173)
"""
import mcrfpy
import sys
@ -25,13 +26,13 @@ def cancel_test_callback(timer, runtime):
cancel_test_count += 1
print(f"Cancel test timer: {cancel_test_count} - This should only print once!")
def run_tests(runtime):
def run_tests(timer, runtime):
"""Main test function that runs after game loop starts"""
# Delete the timer that called us to prevent re-running
mcrfpy.delTimer("run_tests")
# Stop the timer that called us to prevent re-running
timer.stop()
print("\n=== Testing mcrfpy.Timer object ===\n")
# Test 1: Create a basic timer
print("Test 1: Creating Timer object")
timer1 = mcrfpy.Timer("test_timer", timer_callback, 500)
@ -39,103 +40,102 @@ def run_tests(runtime):
print(f" Interval: {timer1.interval}ms")
print(f" Active: {timer1.active}")
print(f" Paused: {timer1.paused}")
# Test 2: Test pause/resume
print("\nTest 2: Testing pause/resume functionality")
timer2 = mcrfpy.Timer("pause_test", pause_test_callback, 200)
# Schedule pause after 250ms
def pause_timer2(runtime):
def pause_timer2(t, rt):
print(" Pausing timer2...")
timer2.pause()
print(f" Timer2 paused: {timer2.paused}")
print(f" Timer2 active: {timer2.active}")
# Schedule resume after another 400ms
def resume_timer2(runtime):
def resume_timer2(t2, rt2):
print(" Resuming timer2...")
timer2.resume()
print(f" Timer2 paused: {timer2.paused}")
print(f" Timer2 active: {timer2.active}")
mcrfpy.setTimer("resume_timer2", resume_timer2, 400)
mcrfpy.setTimer("pause_timer2", pause_timer2, 250)
# Test 3: Test cancel
print("\nTest 3: Testing cancel functionality")
timer3 = mcrfpy.Timer("cancel_test", cancel_test_callback, 300)
# Cancel after 350ms (should fire once)
def cancel_timer3(runtime):
mcrfpy.delTimer("cancel_timer3") # Make this a one-shot timer
print(" Canceling timer3...")
timer3.cancel()
print(" Timer3 canceled")
mcrfpy.Timer("resume_timer2", resume_timer2, 400, once=True)
mcrfpy.Timer("pause_timer2", pause_timer2, 250, once=True)
# Test 3: Test cancel/stop
print("\nTest 3: Testing stop functionality")
timer3 = mcrfpy.Timer("cancel_test", cancel_test_callback, 300)
# Cancel after 350ms (should fire once)
def cancel_timer3(t, rt):
print(" Stopping timer3...")
timer3.stop()
print(" Timer3 stopped")
mcrfpy.Timer("cancel_timer3", cancel_timer3, 350, once=True)
mcrfpy.setTimer("cancel_timer3", cancel_timer3, 350)
# Test 4: Test interval modification
print("\nTest 4: Testing interval modification")
def interval_test(timer, runtime):
print(f" Interval test fired at {runtime}ms")
timer4 = mcrfpy.Timer("interval_test", interval_test, 1000)
print(f" Original interval: {timer4.interval}ms")
timer4.interval = 500
print(f" Modified interval: {timer4.interval}ms")
# Test 5: Test remaining time
print("\nTest 5: Testing remaining time")
def check_remaining(runtime):
def check_remaining(t, rt):
if timer1.active:
print(f" Timer1 remaining: {timer1.remaining}ms")
if timer2.active or timer2.paused:
print(f" Timer2 remaining: {timer2.remaining}ms (paused: {timer2.paused})")
mcrfpy.setTimer("check_remaining", check_remaining, 150)
remaining_timer = mcrfpy.Timer("check_remaining", check_remaining, 150)
# Test 6: Test restart
print("\nTest 6: Testing restart functionality")
restart_count = [0]
def restart_test(timer, runtime):
restart_count[0] += 1
print(f" Restart test: {restart_count[0]}")
if restart_count[0] == 2:
print(" Restarting timer...")
timer.restart()
timer5 = mcrfpy.Timer("restart_test", restart_test, 400)
# Final verification after 2 seconds
def final_check(runtime):
def final_check(t, rt):
print("\n=== Final Results ===")
print(f"Timer1 call count: {call_count} (expected: ~4)")
print(f"Pause test count: {pause_test_count} (expected: ~6-7, with pause gap)")
print(f"Cancel test count: {cancel_test_count} (expected: 1)")
print(f"Restart test count: {restart_count[0]} (expected: ~5 with restart)")
# Verify timer states
try:
print(f"\nTimer1 active: {timer1.active}")
print(f"Timer2 active: {timer2.active}")
print(f"Timer3 active: {timer3.active} (should be False after cancel)")
print(f"Timer3 active: {timer3.active} (should be False after stop)")
print(f"Timer4 active: {timer4.active}")
print(f"Timer5 active: {timer5.active}")
except:
print("Some timers may have been garbage collected")
print("\n✓ All Timer object tests completed!")
sys.exit(0)
mcrfpy.setTimer("final_check", final_check, 2000)
mcrfpy.Timer("final_check", final_check, 2000, once=True)
# Create a minimal scene
timer_test = mcrfpy.Scene("timer_test")
timer_test.activate()
# Start tests after game loop begins
mcrfpy.setTimer("run_tests", run_tests, 100)
mcrfpy.Timer("run_tests", run_tests, 100, once=True)
print("Timer object tests starting...")
print("Timer object tests starting...")

View file

@ -1,6 +1,7 @@
#!/usr/bin/env python3
"""
Test once=True timer functionality
Uses mcrfpy.step() to advance time in headless mode.
"""
import mcrfpy
import sys
@ -18,20 +19,8 @@ def repeat_callback(timer, runtime):
repeat_count += 1
print(f"Repeat timer fired! Count: {repeat_count}, Timer.once: {timer.once}")
def check_results(runtime):
print(f"\nFinal results:")
print(f"Once timer fired {once_count} times (expected: 1)")
print(f"Repeat timer fired {repeat_count} times (expected: 3+)")
if once_count == 1 and repeat_count >= 3:
print("PASS: Once timer fired exactly once, repeat timer fired multiple times")
sys.exit(0)
else:
print("FAIL: Timer behavior incorrect")
sys.exit(1)
# Set up the scene
test_scene = mcrfpy.Scene("test_scene")
test_scene = mcrfpy.Scene("test_scene")
test_scene.activate()
# Create timers
@ -43,5 +32,20 @@ print("\nCreating repeat timer with once=False (default)...")
repeat_timer = mcrfpy.Timer("repeat_timer", repeat_callback, 100)
print(f"Timer: {repeat_timer}, once={repeat_timer.once}")
# Check results after 500ms
mcrfpy.setTimer("check", check_results, 500)
# Advance time using step() to let timers fire
# Step 600ms total - once timer (100ms) fires once, repeat timer fires ~6 times
print("\nAdvancing time with step()...")
for i in range(6):
mcrfpy.step(0.1) # 100ms each
# Check results
print(f"\nFinal results:")
print(f"Once timer fired {once_count} times (expected: 1)")
print(f"Repeat timer fired {repeat_count} times (expected: 3+)")
if once_count == 1 and repeat_count >= 3:
print("PASS: Once timer fired exactly once, repeat timer fired multiple times")
sys.exit(0)
else:
print("FAIL: Timer behavior incorrect")
sys.exit(1)

View file

@ -4,18 +4,18 @@ import mcrfpy
from mcrfpy import automation
import sys
def take_screenshot(runtime):
def take_screenshot(timer, runtime):
"""Take screenshot after render completes"""
mcrfpy.delTimer("screenshot")
timer.stop()
automation.screenshot("test_uiarc_result.png")
print("Screenshot saved to test_uiarc_result.png")
print("PASS - UIArc test completed")
sys.exit(0)
def run_test(runtime):
def run_test(timer, runtime):
"""Main test - runs after scene is set up"""
mcrfpy.delTimer("test")
timer.stop()
# Get the scene UI
ui = test.children
@ -127,11 +127,12 @@ def run_test(runtime):
print(f" Arc 10 (reverse): {a10}")
# Schedule screenshot for next frame
mcrfpy.setTimer("screenshot", take_screenshot, 50)
global screenshot_timer
screenshot_timer = mcrfpy.Timer("screenshot", take_screenshot, 50, once=True)
# Create a test scene
test = mcrfpy.Scene("test")
test.activate()
# Schedule test to run after game loop starts
mcrfpy.setTimer("test", run_test, 50)
test_timer = mcrfpy.Timer("test", run_test, 50, once=True)

View file

@ -6,7 +6,7 @@ from mcrfpy import automation
import sys
import time
def run_visual_test(runtime):
def run_visual_test(timer, runtime):
"""Timer callback to run visual tests and take screenshots."""
print("\nRunning visual tests...")
@ -89,9 +89,9 @@ def main():
ui.append(frame)
print("Scene setup complete. Scheduling visual tests...")
# Schedule visual test to run after render loop starts
mcrfpy.setTimer("visual_test", run_visual_test, 100)
visual_test_timer = mcrfpy.Timer("visual_test", run_visual_test, 100, once=True)
if __name__ == "__main__":
main()

View file

@ -4,18 +4,18 @@ import mcrfpy
from mcrfpy import automation
import sys
def take_screenshot(runtime):
def take_screenshot(timer, runtime):
"""Take screenshot after render completes"""
mcrfpy.delTimer("screenshot")
timer.stop()
automation.screenshot("test_uicircle_result.png")
print("Screenshot saved to test_uicircle_result.png")
print("PASS - UICircle test completed")
sys.exit(0)
def run_test(runtime):
def run_test(timer, runtime):
"""Main test - runs after scene is set up"""
mcrfpy.delTimer("test")
timer.stop()
# Get the scene UI
ui = test.children
@ -118,11 +118,12 @@ def run_test(runtime):
print(f" c1 moved from {old_center} to {new_center}")
# Schedule screenshot for next frame
mcrfpy.setTimer("screenshot", take_screenshot, 50)
global screenshot_timer
screenshot_timer = mcrfpy.Timer("screenshot", take_screenshot, 50, once=True)
# Create a test scene
test = mcrfpy.Scene("test")
test.activate()
# Schedule test to run after game loop starts
mcrfpy.setTimer("test", run_test, 50)
test_timer = mcrfpy.Timer("test", run_test, 50, once=True)

View file

@ -6,7 +6,7 @@ Test UTF-8 encoding support
import mcrfpy
import sys
def test_utf8(runtime):
def test_utf8(timer, runtime):
"""Test UTF-8 encoding in print statements"""
# Test various unicode characters
@ -32,4 +32,4 @@ def test_utf8(runtime):
# Run test
test = mcrfpy.Scene("test")
mcrfpy.setTimer("test", test_utf8, 100)
test_timer = mcrfpy.Timer("test", test_utf8, 100, once=True)

View file

@ -7,7 +7,7 @@ import mcrfpy
import sys
import math
def test_vector_arithmetic(runtime):
def test_vector_arithmetic(timer, runtime):
"""Test vector arithmetic operations"""
all_pass = True
@ -244,4 +244,4 @@ def test_vector_arithmetic(runtime):
# Run test
test = mcrfpy.Scene("test")
mcrfpy.setTimer("test", test_vector_arithmetic, 100)
test_timer = mcrfpy.Timer("test", test_vector_arithmetic, 100, once=True)

View file

@ -5,9 +5,9 @@ import mcrfpy
from mcrfpy import Window, Frame, Caption, Color, Vector
import sys
def test_viewport_modes(runtime):
def test_viewport_modes(timer, runtime):
"""Test all three viewport scaling modes"""
mcrfpy.delTimer("test_viewport")
timer.stop()
print("Testing viewport scaling modes...")
@ -82,47 +82,47 @@ def test_viewport_modes(runtime):
scene.append(instructions)
# Test changing modes
def test_mode_changes(runtime):
mcrfpy.delTimer("test_modes")
def test_mode_changes(t, r):
t.stop()
from mcrfpy import automation
print("\nTesting scaling modes:")
# Test center mode
window.scaling_mode = "center"
print(f"Set to center mode: {window.scaling_mode}")
mode_text.text = f"Mode: center (1:1 pixels)"
automation.screenshot("viewport_center_mode.png")
# Schedule next mode test
mcrfpy.setTimer("test_stretch", test_stretch_mode, 1000)
def test_stretch_mode(runtime):
mcrfpy.delTimer("test_stretch")
mcrfpy.Timer("test_stretch", test_stretch_mode, 1000, once=True)
def test_stretch_mode(t, r):
t.stop()
from mcrfpy import automation
window.scaling_mode = "stretch"
print(f"Set to stretch mode: {window.scaling_mode}")
mode_text.text = f"Mode: stretch (fill window)"
automation.screenshot("viewport_stretch_mode.png")
# Schedule next mode test
mcrfpy.setTimer("test_fit", test_fit_mode, 1000)
def test_fit_mode(runtime):
mcrfpy.delTimer("test_fit")
mcrfpy.Timer("test_fit", test_fit_mode, 1000, once=True)
def test_fit_mode(t, r):
t.stop()
from mcrfpy import automation
window.scaling_mode = "fit"
print(f"Set to fit mode: {window.scaling_mode}")
mode_text.text = f"Mode: fit (aspect ratio maintained)"
automation.screenshot("viewport_fit_mode.png")
# Test different window sizes
mcrfpy.setTimer("test_resize", test_window_resize, 1000)
def test_window_resize(runtime):
mcrfpy.delTimer("test_resize")
mcrfpy.Timer("test_resize", test_window_resize, 1000, once=True)
def test_window_resize(t, r):
t.stop()
from mcrfpy import automation
print("\nTesting window resize with fit mode:")
@ -133,13 +133,13 @@ def test_viewport_modes(runtime):
print(f"Window resized to: {window.resolution}")
automation.screenshot("viewport_fit_wide.png")
# Make window taller
mcrfpy.setTimer("test_tall", test_tall_window, 1000)
mcrfpy.Timer("test_tall", test_tall_window, 1000, once=True)
except RuntimeError as e:
print(f" Skipping window resize tests (headless mode): {e}")
mcrfpy.setTimer("test_game_res", test_game_resolution, 100)
def test_tall_window(runtime):
mcrfpy.delTimer("test_tall")
mcrfpy.Timer("test_game_res", test_game_resolution, 100, once=True)
def test_tall_window(t, r):
t.stop()
from mcrfpy import automation
try:
@ -150,10 +150,10 @@ def test_viewport_modes(runtime):
print(f" Skipping tall window test (headless mode): {e}")
# Test game resolution change
mcrfpy.setTimer("test_game_res", test_game_resolution, 1000)
def test_game_resolution(runtime):
mcrfpy.delTimer("test_game_res")
mcrfpy.Timer("test_game_res", test_game_resolution, 1000, once=True)
def test_game_resolution(t, r):
t.stop()
print("\nTesting game resolution change:")
window.game_resolution = (800, 600)
@ -178,9 +178,9 @@ def test_viewport_modes(runtime):
window.scaling_mode = "fit"
sys.exit(0)
# Start test sequence
mcrfpy.setTimer("test_modes", test_mode_changes, 500)
mcrfpy.Timer("test_modes", test_mode_changes, 500, once=True)
# Set up keyboard handler for manual testing
def handle_keypress(key, state):
@ -240,7 +240,7 @@ test.activate()
test.on_key = handle_keypress
# Schedule the test
mcrfpy.setTimer("test_viewport", test_viewport_modes, 100)
test_viewport_timer = mcrfpy.Timer("test_viewport", test_viewport_modes, 100, once=True)
print("Viewport test running...")
print("Use number keys to switch modes, R to resize window, G to change game resolution")

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